Skip to main content

Full text of "The Best of Sinclair Programs - Spring/Summer 1984"

See other formats





TUBE WAY 


WOOLUF! 


Written by: Rainbow Software 



j 

L 

■ * 








HALLS OF THE 
THINGS 

Written by: Neil Mottershead 
Simon Brattel and 
Martin Horsley 


INVASION OF THE 
BODY SNATCHAS 

Written by: Simon Brattel 
and Neil Mottershead 


From the creators of 'Halls of the Things,' 'Invasion of the body snatchas,' 
and many other software clossics come these exciting new gomes. 

Games to tax your judgement and puzzle and frustrate you for months on end. 

Don't forget our other titles, which have attracted enthusiastic reviews like 
"Spectacular, one of the best games I've seen"... POPULAR COMPUTING WEEKLY and 
'Excellent, dangerously addictive, could change the Spectrum games scene overnight"... SINCLAIR USER 


Selected titles available from:- 

S 


John Menzies 


ZEUS 


ASSEMBLER 


HMV 

WOOLWORTH 

other large department stores ond all good major 
software retailers. Alternatively, send the coupon to:- 


GBMS 


All titles for 
48K Spectrum 
unless 
otherwise 
stated 


PROGRAMMERS ! WRITTEN ANY SOFTWARE THAT COMES UP 
TO OUR STANDARDS? IF SO SEND IT TO US FOR EVALUATION. 
WE OFFER GENEROUS ROYALTIES. 


Written by: 
Graham Stafford 


CRYSTAL COMPUTING, 2 ASHTON WAY, 

EAST HERRINGTON, SUNDERLAND SR3 3RX. 

TRADE ENQUIRIES WELCOME:— Tel: 061 -205 6603. 

CRYSTAL COMPUTING IS THE TRADING NAME OF CHANDREX LTD. 

TTe rome GvVd r> uied urrfer ken<e 


Please supply. INVASION OF THE BODY SNATCHAS □ £6.50 
HALLS OF THE THINGSQ £7.50 THE DUNGEON MASTER □ £7.50 
IT'STHE WOOLUF □ £6.50 POMMELS REVENGED £6.50 
TUBE WAY ARMY □ £7.50 ZEUS 64□ £9.95 

CATALOGUE OF LATEST SOFTWARE □ 


NAME 


ADDRESS 


I enclose cheque/p.o. for 
luded. Ovt 


P & P included. Overseas orders, please add £1.50 per item. 


SP4 










































2 GO SUB 8000 

10 BORDER 0' PAPER 0; INK 6 C 
LS 

20 LET sc-0 

25 LET cuP-0■ LET nd-1 LET a* 
* M i“« LET di-0 1 LET x-18 LET 9 = 
5' LET 9-4' LET d-Q« LET t-0- LE 
T P=0> LET n»17 ■ LET b-7- LET bl 
-13« LET b2-l9 

35 LET u*-"<9a;3*»P;24*9a;3*sP 

; 9 * )" 

36 LET x«- ,, <32*9a>" 

40 FOR f-0 TO 21' PRINT "(W)' 

; TAB 31; 9* ) u = NEXT f 

41 PRINT AT 0/0;x* 

42 FOR f-4 TO 19 STEP 5- PRINT 
AT f,0;u*- NEXT f 

43 PRINT AT 20/0;"<9a;3*9e;25* 
9a;3*9*;9a)";AT 2l,0;x* 

44 PRINT AT 3,27; INK 4;"<9c>" 

45 FOR f-14 TO 18' PRINT AT P, 
26; INK 5; H <9b>"' NEXT f 

46 FOR f=4 TO 8' PRINT AT f/26 
; INK 5;"< 9b)" 1 NEXT f 

47 FOR f=9 TO 13' PRINT AT f, 5 
; INK 5;"': 9b)"' NEXT f 

48 PRINT AT 18,27; INK 7;'*<9d) 
";AT 4,3; INK 7; "<9*1)" 

50 FOR f-4 TO 18' PRINT AT f,2 
; INK 5;"< 9b )"' NEXT f 

51 FOR f-15 TO 18- PRINT AT f, 
8; INK 7; "< 99 )'*' NEXT f 

52 PRINT AT n.8; INK 7;"<9h)" 

53 PRINT AT 18,16; "< 9a )" 

54 PRINT AT 8,15;"C9a) "; INK 
2; "< 9k )"; INK 6;" <9k>" 

55 PRINT AT 3,9; INK 3;"C9f)" 

56 PRINT AT I3,b-1; INK 4;" <9 
l )";AT 13/bl-l; INK 4;" <9l)";AT 

I3,b2-l; INK 4;" <9l)" 

1O0 PRINT AT x,*;” " 

105 IF INKEY*-"8" THEN LET dl¬ 


l' LET a»-"< 9i >“ 

110 IF INKEY*--5“ THEN LET di- 
-1* LET aS-"<9j) M 
112 LET 9-9+di 
115 PRINT AT X,*; INK 5;aS 
117 IF x-3 AND 9-4 THEN LET 9 = 
v-l« GO TO 5000 
120 IF s>27 OR 9<4 THEN GO TO 
7000 

130 IF x-18 AND 9-26 AND INKEY* 
-"0" THEN GO SUB 6000 
140 IF x-8 AND 9=26 AND INKEYS- 
"O" THEN GO SUB 6000 
150 IF x=13 AND 9-5 AND INKEYS- 
-0“ THEN GO SUB 6000 
155 IF INKEYS="0" THEN PRINT A 
T x,9," “• LET x=x-l LET 9-9+di 
' PRINT AT X/9; INK 7;aS = BEEP . 
05,10- PRINT AT X/9,'' "> LET 9=9 
+di : LET x-x+1 

160 LET r>-r.+r>d< PRINT rt n,8; I 
NK 7; "< 9h >“ 

162 BEEP .003.10 
165 IF n-15 THEN LET nd-1 
170 IF n-18 THEN LET nd— 1 
180 IF x»n AND 9-8 THEN GO TO 
7010 

190 LET b=b+l« LET bl=bl+l■ LET 
b2=b2+l 

200 PRINT AT 13/b-l; INK 4;<9 
1 )";AT 13/bl-l; INK 4;" <9l)";AT 
I3,b2-1; INK 4," <9l> M 

202 IF b=24 THEN PRINT AT 13,2 
4LET b-5 

203 IF bl-24 THEN PRINT AT 13, 
24;" LET bl-5 

204 IF b2*24 THEN PRINT AT 13, 
24;" ■« LET b2=5 

210 IF <x-13 AND 9=b> OR <x=13 
AND 9-bl) OR ( x»13 AND 9-b2) THE 
N GO TO 7020 

220 IF x-18 AND 9=27 AND d=0 TH 


EN LET d-1- LET sc-sc+10- BEEP 
.5,10 

230 IF < x-18 AND 9-16) OR < x-e 
AND 9-15) OR < x-8 AND 9 = 19) THEN 
GO TO 7030 

249 IF x-8 AND 9=17 AND cuP-0 T 
HEN LET sc-sc+30 : LET cuP-1- 8E 
EP .5,10 

250 IF x-3 AND 9-27 AND t-0 THE 
N LET t=l= LET sc-sc+60' BEEP . 
5,10 

260 IF x-3 AND 9-9+1 AND d-1 TH 
EN LET d-0< LET *c-ac+50- BEEP 
.5,10- LET 99-24- PRINT AT x,9;” 
LET 9-8 

270 IF x-3 AND 9=9+1 AND d-0 TH 
EN GO TO 7040 
290 PRINT AT 3,9;" '* 

300 LET 9-9+< 9 >9 )-< 9<9 ) 

310 PRINT AT 3,9; INK 3;"<9f>" 
980 PRINT AT 0,l3;ac 

990 IF nd«l THEN PRINT AT n,8; 
INK 7; "< 99 )" 

991 IF nd—1 THEN PRINT AT r>,8 
" 

998 BEEP .003,10 

999 GO TO 100 

500O PRINT AT X/9-2," "« LET 9=9 
-1 * LET x=x+l- FOR f»x TO 18= PR 
INT AT P, 9 ; INK 5;a*' BEEP .5,10 
- PRINT AT f, 9 ; INK 5;"b"• NEXT 
f- LET »c=sc+40 
5010 CLS * GO TO 21 
6000 FOR f-1 TO 5- PRINT AT x,v; 
a*' BEEP .05,10 PRINT AT x,9, 1 
NK 5;"b" 1 LET x=x-l- NEXT f- BEE 
P .5/10- RETURN 

7000 FOR f-x TO 20' PRINT AT f,y 
;a*- BEEP .01,10' PRINT AT f,9;" 

NEXT f- BEEP .5,10- CLS > PR 
INT AT 10.10; FLASH 1;"SPLAT!";A 
T 2i:10;"SCORE'”;sc PAUSE 0- PA 


42 


SINCLAIR PROGRAMS December 1983 



R ACE ALONG the corridors of the 
ancient stronghold, dodge the 
tannonballs and scale the ladders 
on your way to the treasure trove. You 
will encounter new hazards on each 
floor of The Spiral Tower and only 
your dexterity will save you in this 
month’s program of the month. 

The Spiral Tower was written by 
Graeme Johnston of Ascot, Berkshire 
for the 16K Spectrum. He was given his 
Spectrum for his 12th birthday in 
March and this is one of the first pro¬ 
grams he has written. 


USE 0- RUN 

7010 BEEP .5,1& ! CLS • PRINT AT 
10,18; FLASH 1;"HUNG!";AT 2l,10; 
"SCORE ! ;sc■ PAUSE 0- PAUSE 0- R 
UN 

7020 BEEP .5,10 CLS ■ PRINT AT 
10,10; FLASH 1;"SQUASHED!";AT 21 
,10;"SCORE-";sc* PAUSE 0- PAUSE 
0 1 RUN 

7030 BEEP .5,10' CLS • PRINT AT 
10,10; FLASH 1;"RAN INTO A WALL! 
";AT 21,10;"SCORE'";sc- PAUSE Q 
PAUSE 0- RUN 

7040 BEEP .5,10' CLS ' PRINT AT 
10,10; FLASH 1;"EATEN BY A GHOUL 
!";AT 2l,10;"SCORE'";sc- PAUSE 0 
- PAUSE 0 1 RUN 

8000 FOR f-USR "j." TO USR "m"+7' 
READ a- POKE f,*' NEXT f 

8005 PRINT AT 0,B;;AT 2,6;;AT 5, 
0;"DODGE THE NOOSE <9h> , JUMP T 
HE WALL <9*> , GRAB THE DAGGER 
(9d> ,SCALE THE LADDER , DODGE T 
HE BOMBS <9l> , UP THE LADDER 

, JUMPTHE WALLS AND GRAB THE CU 
P ,SCALE THE LADDER , GRAB 

THE TREASURE <9c> ,KILL THE 
GHOUL <9f>, AND ESCAPE DOWN THE 
LADDER." " '"CONTROLS - 5-LEFT,8-RI 
GHT,0-JUMP"' ' " PRESS ANY 

KEY" 

8006 PAUSE 0 
8010 RETURN 

9000 DATA 255,129,129,129,129,12 

9.129.255 

9001 DATA 66,66,126,66,66,66,126 
,66 

9002 DATA 255,129,189,189,152,15 

3.129.255 

9003 DATA 16,16,16,16,16,124,16, 
16 

9804 DATA 0,0,8,0,0,85,e5,255 

9005 DATA 24,36,60,36,66,126,153 
, 129 

9006 DATA 16,56,16,56,16,56,16,5 
6 

9087 DATA 16,56,16,56,16,40,68,5 
6 

9008 DATA 24,24,16,60,48,120,136 
,4 

9009 DATA 24,24,8,60,12,30,17,32 

9810 DATA 126,126,126,126,60,24, 
24,126 

9811 DATA 60,126,255,255,255,255 
,126,60 

9012 DATA 255,0,0,0,0,0,0,0 


SINCLAIR PROGRAMS December 1983 


43 




Here's a sure-fire way of making certain 1984 is packed full of fun for you and 
your friends. We’ve searched for brilliant new program sources throughout the 
U.K. and North America to find an exciting collection of new games—and 
business programs—many of which cannot be bought by mail order from any 
other source! These are our latest exclusive offerings. ^ 






FREE BLANK Cl 5 COMPUTER CASSETTE 
WITH EVERY TWO CASSETTES YOU ORDER! 

Remember there’s no limit to the number of free 
. cassettes you receive if your order justifies them so - 
^^^\/vhy not get together with friends or user group 
members and share the freebies? 


GREAT VALUE! TREMENDOUS SELECTION! PLUS A FREE 
OFFER EVERY TIME! 

Rll in the order form right away — we’re guaranteeing fast 
delivery, quality and satisfaction [after all, we want you to 
come back for more! ] 

The Software Workshop, Yew Tree, Selborne, 

Hants GU34 3JP 


Order * 
not entire 

your pur 
days and 





SNOOKER# 

Visions Snooker brings all the 
excitement and all the tension of big 
i.me tournaments to your TV set. With 
an advanced program written by a 
19 year old undergraduate at 
Queens College Cambridge, it 
makes Pot Black look like a load 
ol old balls. Visions Snooker for 
the 16K ZX' Spectrum. It’s an 
exciting test of your skills on the 

cue. 

Cassette price: £8.95 
Ref. No: 2-53 


SHEER PANIC# 

Mining for Magnetic Quartz is a 
hazardous business You have ro 
ensure that there is plenty of oxygen 
to breathe, fight off the local 
monsters with only a shovel and 
counter interference with your 
consciousness. 

ZX Spectrum 16K or 48K. 
Cassette price: £5.95. 

Ref. No: 2-51 


And here’s a further 
selection of the latest 
games, the best value 
software for your Spectrum 

Spectrum Software 

2-13 Sentinel 

Guard you mother ship against alien 

attacks 48K RAM £4.95 

2-14 Meteor Storm 

Spectrum version of the ever-popular 

arcade game. 16K or 48K RAM £4.95 

2-15 Star Trek 

Popular space program brought to 

life by excellent graphics. 48K RAM £4.95 

2-21 Frogger 

Manoeuvre the frog across the road 

avoiding heavy traffic. 48K RAM £5.95 

2-23 Arcadia 

The expert's version of the popular 

invaders' game. 16K or 48K RAM £5.95 

2-24 Golf 

Tne finest of golf handicap games 

48K RAM £5.95 

2-26 Derby Day 

This favourite has to be a winner 

48K RAM £5.95 


To: The Software Workshop, Yew Tree, Selborne, Hants GU34 3jp") 

I wish to order the following programs. I understand that: ■] 

• I will receive a FREE blank cassette with every 2 programs ordered 

* I can return products within seven days if not entirely satisfied and 1 . 


■ 

dence. H you are 

h the quahty o 
to us within / 

, a replacement. 



































CAV<’“ 


P ING PONG allows two players 
to play on the 16K or 48K Spec¬ 
trum. As the body of the program 
is written in machine code, super fast 
shoots the ball across the screen and 


10 CLEAR 31743- CO SUB 1000 
20 BORDER 4- PAPER 0< INK 7- C 
LS 

30 LET ¥¥-40- LET xs-3' LET ¥* 
-4- LET P*-"PING-PGNG" 1 GO SUB 2 
000 

40 PRINT AT 15,7;"Cl au* J#n*#n 
1993" 

50 LET ¥¥-160- LET x*-l• LET ¥ 
*■2 * LET P*-"Pr#ft* atm k#¥ to CO 
ntinu#"' GO SUB 2000 
£0 PRU3E 0- CLS 
70 PRINT AT 2,0;" Thi* is a 9a 
m# for 2 PlA¥ #r*. EAeh PlA¥#r 

control* a bAt/ which CAn b 

• mov#d uP And down In An Att#m 

Pt to hit th* b a ll." 

80 PRINT AT 7,0;" Th# PlA¥#r a 
t th# l#ft *id# control* hi 

* bAt with th# k#¥* Q And R. Th 

# P1A¥#r At th# ri9ht »id# 

control* hi* bAt with th# k# 

¥* P And ENTER." 

90 PRINT AT 13,0;" Uh#n a bAll 
1* lo*t/ a n#w on# l* AutomAt 
ic*ll¥ *uPPU#d. Th# «Am# is ov 
•r/ uh#n on# of th# Pl*¥#r* hA 

* won 10 bAll*." 

100 PRINT AT 20/9;"PRESS ANY KE 


• DRAW 196/0 

130 PRINT AT 9/7;"1 - Slow" 

140 PRINT AT 9/7;"2 - M#diu« *P 

•#d" 

150 PRINT AT 10/7;"3 - FAftt" 

160 PRINT AT 11/7; "4 - V#rw fA* 


280 GO TO 340 

290 LET n-USR 31744- FOR A-l TO 
3' NEXT A 1 IF n-0 THEN GO TO 29 


200 GO TO 340 

310 LET n-USR 31744- FOR a-1 TO 
1- NEXT a- IF n-0 THEN GO TO 31 


170 PRINT AT 12/7;"5 - SuPer f* 
*t" 

180 PRINT AT 17/2;"Pr#** on# di 
9it <1-5> H 

190 PAUSE 0' LET »*°INKEY*• IF 
*•<"1" OR **>"5 M THEN GO TO 190 
200 LET lft-0- LET r*-0 
210 PAPER 2- INK 2- CLS 
220 PRINT AT 0/0; " Ahfffffffffff 
££gffffffffffffff1 b" ’ FOR n-1 TO 
20 : PRINT AT n/0;" adccccccccccc 
ccecccccccccccccceb "■ NEXT n- PR 
I NT AT 21 / 01- 1J99999M9999M9999 
99999999999kb“ 

230 INK 6- POKE 23296/10’ POKE 
23297/1- POKE 23298/10- POKE 232 
99/1* POKE 23300.10- POKE 23301, 
1- POKE 23302,10- POKE 23303,1- 
POKE 23304,0- POKE 23305,1 
240 GO TO 230+20*VAL ft* 

250 LET n-USR 31744- FOR A-l TO 
10- NEXT A- IF n-0 THEN GO TO 2 


320 GO TO 340 

330 LET n-USR 31744- IF n-0 THE 
N GO TO 330 

340 LET l*-l*+< CHR* n-"L">- LET 
r*-r*+< CHR* n-"R"> 

350 PAPER 0- INK 7- CLS 

360 FOR n-20 TO 0 STEP -2- BEEP 

.05,n- NEXT n 

370 LET *¥-48- LET x*-4 - LET ¥* 
-4- LET P*-STR* l*+" - "♦STR* r* • 
GO SUB 2000 

3B0 IF l*<10 AND r*<10 THEN PAU 
SE 50- GO TO 210 
390 LET ¥¥-100- LET x*-l- LET ¥ 
*"2- LET P*-" WE'VE GOT A WINNER 
"• FLASH 1- GO SUB 2000- FLASH 


400 LET ¥¥-152- LET x*-l• LET ¥ 
*-2 . LET P*-"Do ¥Ou WAnt a n#w 9 
xm#7 < ¥/n)"- GO SUB 2000 
410 PAU8E 0 

420 IF INKEY*m"¥" OR INKEY*-"Y" 
THEN GO TO 120 

430 IP INKEY*-"n" OR INKEY*-"N" 


110 PAUSE 0 

120 CLS • PRINT AT 4,2;"S#l#ct 
*P##d of th# 9A.m# -" - PLOT 16,134 


260 GO TO 340 

270 LET n-USR 31744- FOR a-1 TO 
7- NEXT a- IF n-0 THEN GO TO 27 


78 


SINCLAIR PROGRAMS December 1983 








wumimifi 


should be played by expert players only. 
When the game is RUN, wait until the 
title page is displayed before pressing 
any key. Written by Claus Jensen of 
Vaerlose, Denmark. 


THEN STOP 
440 CO TO 410 

1000 PRINT "Initializing." 

1010 RESTORE • LET a-31744' LET 
c -0 

1020 READ h*• LET n-1 

1030 LET hi■CODE hi<n>-48‘ IF hi 

>9 THEN LET hi-hi-7 

1040 LET h2-C0DE h«<n+i>-48« IF 

h2>9 THEN LET h2-h2-7 

1050 POKE a,16#hl+h2• LET c-c+PE 

EK a 1 LET a-a+1■ LET n-n+2 

1060 IF a-31744+469 THEN PRINT " 

Section 4 fl loaded"« LET a-32236 

1070 IF a-32256+277 THEN PRINT " 

Section **2 loaded"- LET a-USR "a 


EBFED40CB4020013CFE01280801FEDFE 
D40C84020013D32025B3A045B2108588 
632045B3R055B21095B8632055BDDZ10 
0583A015021005BBE26- 
1140 DATA "47474FCB38CB38CB38CB2 
1CB21C821CB21CB21DD09DDCBE096DDC 
80096DDCB2096DD2100583R005B474FC 
B38CB30CB38CB21CB21CB21CB21CB21D 
D09DDCBE0D6DDCB00D6DDCB20D632015 
BOD211F583R035B21025BBE2847474FC 
B38CB38CB38CB21CB21" 

1150 DATA "C821CB21CB21DD09DDCBE 
096DDCB0096DDCB2096DD21lF583A023 
B474FCB38CB38CB38C821CB21CB21CB2 
1CB21DD09DDCBE0D6DDCB00D6DDCB20D 
632035821005B3R0638474FCB38CB38C 
B38CB21C021CB21CB21CB21093E00473 
R075B4F09CB96210050" 

1160 ORTA " 3A0458474FCB38CB38C83 
8CB21CB21CB21CB21CB21093E00473R0 
55B4F09CBD63A045B32063B3A055B320 
75B3A055BFE002004015200C9FE1F200 
4014C00C9FE0120052100381807FE1E2 
04621025B3R043B965FCB7F2802ED44F 
E002817FE012013FE02" 

1170 DATA "202C7B21005B86FE01280 
6FEFF2802181D3R0B5B8BFE00200RCB7 
F28043EFF18023E01320B5B3A0958ED4 
432095B3A045BFE002804FE1520003A0 
85BEO4432083B010000C9■ 

1180 DATA "210F5B7E2322003B6F3CC 
82600292929ED4B365C093E0832045B3 
A003B32095B3A0R5B32085B3E0932055 


B7E2322025B0732065B3A05333D20323 
A045B3D20103A0E5B473A0C5B4F3A0R5 
B810520FC320A3B2A005BC3037E32045 
B3A0D3B473A093B8032" 

1190 DATA “093B2R0258C3207E32055 
B3R0C3B473A095B32075B3A0D584FC5C 
DA47EC13A073B3C32075B0D20F13A005 
B3C32085B0520DD3R065BC3307EB0402 
010080402013A8E5CEEFF473A8O5CA04 
73R0B5BE6F86F3R075BFEC0D01F1F1FE 
61F67CB1CCB1DCB1CCB" 

1200 DATA "1DCB1CCB1D3E58B4673A8 
E5CA6B0773A075B47E607F64067781F1 
F1FE618B467781717E6E06F3R0B58471 
F1F1FE61FB36FEB219C7E70E6074F060 
009461A21065BCB462803B012C92FB02 
F12C9" 

1210 DATA "3F3F3F3F3F3F3F3FFCFCF 
CFCFCFCFCFC3C7EFFFFFFFF7E3C3C7E7 
F7F7F7F7E3C3C7EFEFEFEFE7E3C007EF 
FFFFFFF7E3C3C7EFFFFFFFF7E00007E7 
F7F7F7F7E3C007EFEFEFEFE7E3C3C7E7 
F7F7F7F7E003C7EFEFEFEFE7E00" 

2000 LET xx-<256-8*xs*LEN P«>/2 
2010 POKE 23306,xx 1 POKE 23307 
POKE 23308,xs 1 POKE 23309,*8' 
POKE 23310,8 

2020 LET u-LEN *>*■ FOR n-1 TO w 
POKE 23310+n,CODE P*<n)> NEXT n 
■ POKE 23311+u,255 
2030 LET u-USR 32256' RETURN 


1080 IF a-USR "a"+88 THEN PRINT 
"Section #3 loaded"- GO TO 1110 
1090 IF n>LEN h« THEN CO TO 1020 
1100 CO TO 1030 

1110 IF c-79688 THEN PRINT "Imt 
ialization ok"> PAUSE 100- RETUR 


1120 PRINT FLASH 1 i "WARNING<"j F 
LASH 0j" There is an error in 
one or more of the DATA state¬ 
ment*. Do not try to execute the 
Pro9ram, since this may cause a 

System C rash."' STOP _ 

1130 DATA "3A005BFE14280A01FEFDE 
D40CB4020013CFE01280A01FEFBED40C 
B4020013D32005B3A023BFE14280A01F 


SINCLAIR PROGRAMS December 1983 


79 









13 REM 

15 LET G=0 

16 LET S=0 
20 LET L=16 
£2 LET C=15 
30 LET A=6 
32 LET B~lh 
37 CL3 

40 PR I NT RT 2 / 8 ; " < 2* l sP ^monster- 
r< 2* i sp >«' 

50 PRINT RT 4/2;"YOU RRE INSID 
E fl DRAGONS LAIR. IT WILL CHASE 
YOU THROUGH THE LAIR BUT IT MIL 
L DROP ITS TREASURE.PICK IJ 
P ITS TREASURE*. >IF YOU MOVE IN 
TO THE BLOCKED EXIT(e) IT WILL 
NOT SENSE YOU." 

60 PRINT AT 18/17;"7";TAB 7; "U 
SE KEYS=5+8";TAB 17;"6" 

70 PAUSE 46000 
80 PRINT AT 0/0;"TREASURE® 
HIGH- 11 ; G 

90 PRINT "< 31*93. >" 

100 PRI NT " < 9h : 14* l sp •9h : 14*l sP 

«9h > " 


i5P ; isp ; 9h • 3. sp : 9h : 1 sp • 9h ; isp = 9h ! 
i sP«9h : isP=9h : i sp •9h >" 

17G PRINT "<9h : 9 *i sP : 9h : 3*isP : 9 
h : isP•9h : 3*isP ! 9h ! 9*lsp^9h>" 

180 PRINT "< 9h : lsP : 7*9h : l sP : 9h* 
9 *i sP • 9h ! isp : 7*9h is? ■ 9h >" 

190 PRINT "C 9h : 9*isP ! 9h : isP : 7*9 
h : isp : 9h ; 9 *i s? •9h>" 

200 PRINT "< 9h ! i sP ; 3*9h*isP *3*9 
h-isP : 9h : 2* isp-5*9h-2*isP 9h-isP 
: 3*9h is?• 3*9h : isp : 9h >" 

210 PRINT "<9h-13*isP : 9h : ie : 9h : 
13*isP : 9h >" 

220 PRINT "<9h•xsP ^ 5*9h*5*isP•9 
h • isP • 9h : isP = 9h : isp • 9h ■ 5*isP • 5*9 
h : isp 9h:*" 

230 PRINT M <9h isp-3*9h•3 *i sp•3 
*9h •• l sp • 9h • 5* i SP • 9h * i sp • 3*9h •• 3* i 
sp : 3*9h : isp *9h>" 

240 PRINT "< 9h ; 29*lsP : 9h >" 

250 PRINT "<Oh * 1SP•3*9h* 3*isP * 3 
*9h i sP : oh = 5 *i sP =Oh ! isP : 3*9h•3 *i 
sp-3*9h•isP oh> M 
260 PRINT "* oh * 13*isP *3*9h ; 13*l 
sp : 9h>" 


110 PRINT "< 9h -is? ■ 6*9h•isP•5*9 
h : isp•O h•isp : 5*9h : isp• 6*9h ! isp »o 
h > " 

120 PR I NT M f. 9h * 14*isP : 9h f 14*i sP 
: 9h > “ 

130 PR I NT " (. 9h : 1 sP ! 9h : i sp : 9h ** l s 
p : 9h : 3.sP ; 9h : isp * 9h ! isp * 9h ; isp : 3* 
Oh : isP : 9h : i sP f 9h : i sP : 9h : i sP•9h : i 
sP•9h ! isp : 9h«isp ; 9h)" 

140 PRINT "* 9h : i sP : 9h r l sp : 9h : i s 
p•9h : i sp : 9h : isP : 9h 5 isp * oh «isp * 3* 
i sP : l sP s 9h • i sP : 9h ! l sp - 9h 1 l sP 5 9h : 
1SP : oh : 1SP : 9h : lSP : 9h >" 

150 PRINT "<9h s isP s 9h ? isP-9h : is 
p ? 9h : 3. sP ; 9h : l sP * 9h : i sP : 9h * i sP 1 3* 
i sP : i sP • 9h : l sP : 9h : i sP : 9h : l sP ! 9h : 
i sp*9h : 3sP *9h is? •9h> " 

160 PRINT "< oh ; i sP : 9h ! lsP•9h ! is 
P : 9h : isP : 9h 5 lsp•9h-isP r 9h : isP * 3* 


270 PRINT "<9h•isP J 3*9h : 3*isP 1 3 
*9h *isP•9h=isp : 3*9h «isp * 9h *isP *3 
*9h ; 3*lSP *3*9h*lSP : 9h>" 

280 PRiNT "<9h : 13*lsP ; 3*9h =13*i 
sp• 9h>" 

290 PRINT "< 31*9a >" 

300 REM MOVE MAN 
310 LET LI“L 
320 LET C1=C 

340 LET L-L+<. INKEY$- ,, 6" >-< INKEY 

350 LET C*C+C INKEY9 3S,, 8 11 >-< INKEY 
$="5"> 

355 PRINT AT L/C; 

360 LET Q-PEEK CPEEK 16398+256* 
PEEK 16399> 

370 IF QOB THEN GOTO 300 
375 LET C-Cl 
380 LET L=L1 


Y OU ARE trapped in the deadly 
maze which is the Werewoif 
Lair and the werewolf is on 
your trail. Avoid him for as long as 
possible and try to collect all the trea¬ 
sure he drops. If you hide in the door¬ 
way marked “E” the werewolf will not 
be able to sense you. 

Written for the 16K ZX-81 by Neil 
Stevens of Shoreham-by-Sea, Sussex. 


SINCLAIR PROGRAMS October 1983 































'7/7/ 




T V 








s 


;v 
















•4.:. 

A\V 




S® 


!/ ; 


Hsa 


IV* 


V. ► 


vfill 


W 


'/ V 


l! 


* 


a. u 


M 




Wd*- 


390 

IF 0=11 THEN GOTO 9000 

640 

LET B=B1 

400 

IF 0=151 THEN LET S=S+1 

680 

PRINT RT Rl/Bl;"<i*)";RT R/ 

410 

PRINT RT Ll/Cl;"<isP>";flT L 

B; " 

i ii 

/ C; "< io>" 

690 

IF 6/5=1NT < S/5 ) THEN PRINT 

500 

REM MOVE MONSTER 

RT 0/10;S 

510 

LET R1=R 

700 

IF L< >13 OR 0015 THEN GOTO 

520 

LET B1=B 

300 


520 

LET R=fi+< R<L >-<R >L> 

710 

IF INKEY$< >"" THEN GOTO 300 

540 

PRINT RT R/B; 

720 

GOTO 700 

550 

LET Q=PEEK <PEEK 16398+256* 

9000 

PRINT RT Rl/Bl;"<i*)" 

PEEK 

16399> 

9010 

FOR F=1 TO 18 

560 

IF 0=180 THEN GOTO 9000 

9Q20 

PRINT RT L/C;"<9s)" 

570 

IF flOfil RND 008 THEN GOTO 

9030 

PRINT RT L/C; ,, <9d) M 

6S0 


904Q 

NEXT F 

580 

LET fl*fll 

9050 

PRINT RT 21 / 8; “< 99 5 9f‘ : isP )9 

590 

LET B=B+< B<C >-< B>C > 

ot yer( isP ’9f ; 99>" 

600 

PRINT RT R/B; 

9060 

IF S>G THEN LET G=S 

610 

LET GNPEEK <PEEK 16398+256* 

9080 

GOTO 16 

PEEK 

16399) 

9900 

SAVE "MUNSTEr" 

620 

IF 0=180 THEN GOTO 9000 

9910 

REM "BY NEIL STEVENS" 

630 

IF 008 THEN GOTO 680 

9920 

RUN 


SINCLAIR PROGRAMS Oc/o^r /9&? 


49 







F LITE is an addictive dodge ’em 
game. You must avoid the deadly 
heat-seeking missiles heading for 
you and at the same time you must try 
and hit an enemy target to gain points. 

Flite was written by Peter Davies of 
Streatham, London for the 16K Spec¬ 
trum. 


10 FOR n=0 TO 15- PERL) a POKE 
USR "a"+n,a ; NEXT n 
20 DATA 0,62,0b,127,3b,127,85, 
62,0,62,127,127,127,127,127,62 
2b BORDER 1' PAPER 6' CLS 
30 PRINT INK 9;" DODO 

ER", " '"Dod9e the INK 5;"<9a> 
INK 9,"'s and the INK 4 
"i INK 0;"'s"'''"Hit the INK 
2; "< 9h )"; INK 0;"'- s to score Poi 

rts"'''"Control Keys UP. 

" /M DOWN. 

40 LET hs-0- LET mx-INT <RND*2 
0 >+6 : LET my=20 

44 PRINT AT 21,0; INK 0;" PRE 
SS ANY KEY TO START"- PAUSE le3 
4b CLS - LET s=0- LET 1=3 
b0 FOR n=l TO 100 
5b LET x=l+INT <RNP*3l»* LET y 
-t+INT <RND*20> 

66 IF SCREENS <y,x>=“" THEN 0 
u Tu 55 

70 PRINT AT y, x; INK 2;“<9a>"- 
NEXT n 

60 FOR n-1 TO 20 
85 LET x-l+INT (. RND*31 >• LET y 
=1+INT <RND*20> 

SO IF SCREENS <y,x>="" THEN G 

o to es 

100 PRINT AT y,x; INK 3;"<9a>"> 
NEXT n 

110 PRINT AT 21,6;"SCORE “;s;RT 
21,12; "LIVES >»";AT 21,23; "HI 
";hs 

115 PRINT AT 21,18+1;" " 

120 LET x=0- LET y=0 
130 IF SCREENS <y,x>="" THEN G 
0 TO 200 

150 PRINT AT y,x;">" 

155 GO SUB 40Q 

160 IF INKEY$="7" THEN LET y=y 
+<y<20>’ LET 7=1- GO TO 190 
178 IF INKEY*-"i“ THEN LET y=y 
-< y>0>- LET 7=0= GO TO ISO 
180 LET x-x+1- IF x=32 THEN LE 
T x=l' PRINT AT y,31;" "- GO TO 
130 

185 LET 7=2 

190 PRINT AT y+< 7=0 >-< 7=1 ), x-< 7 
=2>;" "« GO TO 130 
200 IF ATTR <y,x >-48 THEN GO T 
0 150 

205 IF ATTR <V,xX>50 THEN GO 
TO 210 

206 LET s-s+10- IF a/1000-INT < 
s/1080> THEN GO TO 300 

207 PRINT AT 21,6; S’ BEEP .01,2 
0 ! GO TO 150 

210 PRINT FLASH 1;AT y,x;"<9a) 
FLASH 0' PRINT AT 2l,l7+l;" " 
» LET 1=1-1- IF 1=0 THEN GO TO 


248 

220 BEEP .01,0- GO TO 120 
240 IF hs<s THEN LET hi=s 
250 PRINT AT 21,26;hs 
260 PRINT AT 11,8; FLASH l; INK 
3; "Another Go ? <yxr»>" 

270 IF lNKEYS="y" THEN GO TO 4 
5 

275 IF INKEYS-"n" THEN STOP 
280 GO TO 270 

300 RESTORE 328• FOR n=l TO 16' 
READ a' BEEP .l,a= NEXT n 
310 CLS ' GO TO 50 
320 DATA 0,12,2,10,3,8,4,7,7,4, 


8,3,18,2,12,0 

490 IF my<20 THEN PRINT AT my + 
l,mx;" " 

401 IF SCREENS <my, mx>=">" THEN 
GO TO 210 

405 IF SCREENS <mv,mx>«"" THEN 

LET mx=RND*20+6 1 BEEP .01,40- L 
ET my =20• RETURN 

410 PRINT AT my , mx; INK 4 
LET nry-mv—l 

420 IF my=0 THEN PRINT AT my+1 
,mx;" LET mx=»RND*20+6 - LET my 
=20: RETURN 

420 RETURN 




SINCLAIR PROGRAMS January 1984 


27 






EVERAL SKIING 


programs 
have been included in Sinclair 
Programs previously but Slalom 
is faster than any of them and includes a 
variety of ski runs and difficulty levels. 
A course is displayed, including five 
gates. Reach the bottom as quickly as 
possible, bearing in mind that failing to 
go through a gate will incur a time 
penalty. 

Move left with 5 and right with 8. 
Those keys allow you to travel down¬ 
wards at any of seven angles and skill is 
needed to move in the proper direction. 

Written for the 16K Spectrum by 
Neil Slater of High Wycombe, Buck¬ 
inghamshire. 

5 INK o- paper ? border 


40 DATA y>2wl .■ 33,6, 125,33,0,08 
, 1,255,2,221,126,0/118,17,1.60,2 

37 . 176.201 

50 FOR 1-22631 TO 32053 
60 READ x POKE l,x 
70'NEXT l 

*0 DATA 1.33,31,125,102,46,0,1 
7,8,0,228,213,265,181,3,208.22b, 

175.237.82.40.244.201 

83 FOR J>1 TO 21' PRINT " <2 

*1SP'193> <193 

•2*isP> "• NEXT 1 

85 PRINT RT 9,9;"<14*isP>";RT 
11, 9 ) “<14*isP >" 

86 PRINT RT 10,10;"PRESS R KEY 


110 RANDOMIZE USR 32001’ RANDOM 
I2E USR 32032 

115 IF INKEY90"" THEN 00 Tu 10 


120 NEXT I 

130 FOR 1^63 TO 56 STEP 
E 32000,1 

140 RANDOMIZE USR 32801 
IZt USR 320:32 
145 IF INKEY*< 


RANDOM 


THEN 00 TO 18 


150 NEXT I 
160 GO TO 10O 
180 POKE 32631,1 
190 INK 0’ PRPER 0 ! BORDER O’ C 
LS 

200 INPUT "COURSE NUMBER' M ;R’ R 
ANDOMIZE R 

210 INPUT "DIFFICULTY-";DF 
215 IF DF<2 THEN 00 TO 2!Q 
220 INPUT "CONTROLS ARE 5-LEFT, 
8-RIGHT PRESS ENTER. 

LINE R* 

230 DIM F<5 • ’ FOR I-l TO 5 
240 LET F<I>»1NT <RND*236>+4 1 

F 1-1 THEN LET X-100' 00 TO 260 
250 LET X-F<1-1> 

260 IF RBS <F< I >-X>M>F*5 THEN 0 
0 TO 240 
270 NEXT I 

280 DIM fl< 7 > : DIM B<7*>- FOR 1 = 1 
TO 7’ READ fl<I>,BCI>■ NEXT I 
290 DATA -6,-l,-4,-1,-2,-2,0,-3 
,2,-2.4,-1,6,-1 

300 LET T-0’ LET X-110' LET Y=1 
75 

310 LET D-4 
320 FOR 1-1 TO 5 
330 PLOT F<1>,175-1*20’ DRAW 0, 
8' DRAW -3,-2’ DRAW 3,-1 PLOT F 
<I>+16,175-1*36 DRAW 0,8 tfiAU 
-3,-2' DRAW 3,-1 
340 NEXT I 
350 PLOT X,Y 

360 PRINT AT 0.ft;"TIME-0" 


1520 IF X>-F<Q> AND X<-F<QHl6 T 
HEN POKE 32031,2- RANDOMI2E USR 
32032- RETURN 

1530 BEEP .2,-3’ BEEP .3,-5' LET 
T-T+30- RETURN 

2000 FOR G-l TO 20 FOR 1-8 TO 5 
6 STEP 8- POKE 32000,1' RANDOM12 
E USR 32001• NEXT I• NEXT G 
2010 PRINT AT 0, 17.i rt TIME-";T;" U 
NITS" 

2028 INPUT "SAME COURSE ? "i LIN 
E A* LET flS-CHR* CODE AS- IF A* 
- M Y" THEN RESTORE 200' PAPER 0 
BORDER Q CL3 ' RANDOMIZE R' CO 
TO 220 

2030 POKE 32031,6- RANDOMIZE USR 
32032' RUN 


370 LET N-145 : POKE 32000,56 R 
ANDOMIZE USR 32001 BEEP .5,2© 
380 PAPER 7 BORDER 7 
1000 LET D-D-K INKEY*’*“8" AND £X.7 
>-<INKEY*-"5" AND D>1> 

1010 IF X+fKD»255 OR X+fKDXl T 
HEN LET D-4 

1620 IF Y+B' DX=N THEN CO SUB 15 
00 

1030 LET T-T+l- PRINT AT 0,b;l 
1040 DRAW R<D>,B<D> 1 LET X-X+A<D 
>• LET Y—Y+B< D > 

1050 GO TO 1000 

1500 LET N-N-30 1 IF N—30 THEN G 
0 TO 2000 

1505 LET Q-< 175-NV30-1 
1510 IF N<0 THEN LET N-0 


58 


SINCLAIR PROGRAMS November 1983 







Complete your computer 

KELWOOD SOUND POWER BASE 

has all the ‘basic bits’ that Sinclair left off. 

• Fully adjustable sound amplification \ \ t ^ / / / 

• ON-OFF re-set switch , \ Mil )V )v / 

• LOAD/SAVE switch UJ \ f H /r/* 

• Angled stand ■vJ/T/ * [JJ J / //■/ / 


9 Does not take up any extra space 

• AJI wires included 9 Saves wear 

and tear on connections 9 Gives ^ 

distinct click with each key ^ ^ 

depression 9 Amplifies ^ 

all sound on program s&r 

and on cassette ® 

9 Does not need L x ^ 

batteries XN. n^ n 

• Does not interfere , ^ 

with inside of 0 < 

Spectrum or any other \\ % 

add-ons 9 No soldering « 

required, simply plugs in A \ 

REF SPBI £19.90 

Standard Power Base without sound . 

SPECTRUM REF PBSI £13.50 ^ ^ 

ZX81 REF PBZXI £13.00 

For the above with cool-it units included please add £5.05 


assssr 

Re f WSZX C975_ 


Desk top model 
RetCWI £49.00 
' Legs Ret LCW £11.00 


CREDn CARD 
HOTUNETEL: 

(0709)63242 

8am-10 pm Items underdo plus 60p 

Items over d0 plus 95p P 

_ _ Workstations plus £3 P&P 

KELWOOD COMPUTER CASES Downs Row, Moorgate, Rothertiam 


Name 


OUANTITV 


AMOUNT 


TOTAL 


f AJI prices 
include VAT 






fK*» : ► 11 | ili'l 7 i 1 ■ ’ • • r>‘ a - ► 

[l.f 1 }yt.l |l 1 » 




I': ► "^11 :.Il ^ ’ 

• : ► IV ► *.ir . I . 





SINCLAIR PROGRAMS April 1984 


















-*r,l 

-- 

Muummmuummuuumummmuummmmmumumummumwm | 

To Sinclair Programs ECC Publications, 196-200 Balls Pond Road, Islington, 

^ London N1 4AQ 

Name. JT 

Address. 

I enclose cheque for £_for_copies of The Best of Sinclair Programs ’84.^r 

Make cheques payable to ECC Publications. 

Please charge my credit card: Card name_ f 

Number_ Jr 




cascade 


THE 

FABULOUS 


-. - y.' It is impossible to 
• ' * tell you everything 

about the 50 games on 
CASSETTE 50 but they include 
many types such as maze, arcade 
missile, tactical and logic games, 
to suit most tastes in computer 
game playing. 

CASSETTE - 50 will appeal to 
people of all ages and the games 
will provide many hours of 
entertainment for ail the family at 
a fraction of the cost of other 
computer games. •. 


EXPRESS DELIVERY 
ORDER NOW 


VALUE that's 
out of this world 


50 GAMES ON ONE CASSETTE 

DRAGON 003 ab Spectrum ' popple ATARI ORIC-1 ZXBI . VIC'S!) 


Please send me by return of post. Cassette 50 at £9.95 
per tape. I enclose a cheque postal order for 

I ~r made payable to 

Cascade Games Ltd. 


Name- 

Address _ 


- Post Code_ 

Country _ 

I Dealers & Stockists enquiries welcome. 


SPECTRUM F 

ORIC 1 

] 2X81 r 

1 V| C 20 [ 

BBC AS [I 

DRAGON [ 

J ATARI L 

J flPPlE L 


Cascade Games Ltd- 
Suite 4. 1 - 3 Haywra Crescent. Harrogate. 
North Yorkshire. HG1 5BG. England. 
Telephone: (0423) 504526. 


CO A Q A I 


10 


SINCLAIR PROGRAMS April 1984 









Y OUR AIM is to succeed in 

pleting the fifth level of Quasi¬ 
modo and thus to reach Esmer- 
elda. On the first three levels you must 
jump the barrels and the holes to ring 
the bell. On the fourth level, swing 
down the rope, jump the barrels and 
ring the bell. On the fifth level jump the 
barrels and climb the ropes until you 
meet Esmerelda. The faster you com¬ 
plete each level the more points you will 
score. 

Written for the 16K Spectrum by Ian 
Maddock of Stockport, Cheshire. 



SINCLAIR PROGRAMS November 1983 


19 






b go sub 9000 

6 LET hs=0 
10 GO SUB 5000 

20 IF 1-1 THEN GO TO l«0O 

21 IF 1“2 THEN GO TO 2000 

22 IF 1=3 THEN GO TO 3000 

23 IF 1=4 THEN GO TO 4000 

24 IF l“5 THEN GO TO 4500 
1O00 BORDER 5- PURER 5- INK 0- C 
LS • PRINT NT l,29;a*;AT 2,29;b* 
• NT 3,29;c® 

1010 PLOT 243/156■ DRAW 0.-44 
1015 FOP z-9 TO 11* PRINT FIT z,0 
; INK 4; "< 4* l *P • sP •5*lsP • *P • 5*is 
P -sP -btisP sP OTisP sP ’3*isP >" * 
NEXT - 

1020 FOR z=11 TO 21- PRINT AT z, 
O; INK 4; "<32*lsP >" ' NEXT z 
1030 PRINT AT a,b;"f" 

1040 PRINT AT 0,0; ,7 5CORH -i»c 
105O PRINT AT 0.12; M HI-SCORE ";h 
s 

1052 PRINT AT 21,0; PAPER 4;"LIV 
ES "; l iv<?f 

1053 PRINT AT 4,0;"LEVEL ";l 
1.355 BEEP .1/10 

1W60 FOR c-30 TO 0 STEP -1 
1061 LET bo-bo-10- PRINT AT 2,0/ 
"BONUS "Jbo 

1063 PRINT AT 0,6;SC 

1064 PRINT AT a,b+l;" " 

1065 PRINT AT a,b; "_f" 

1070 PRINT AT 3/C; INK 3; "9" 

1071 IF b>*30 THEN GO TO 9550 

1072 PRINT AT 8,0;" "’ PRINT AT 
7,0; INK 5; PAPER 5;" 

100O LET b=b+< 1NKEYS*"P" AND b<3 
0>-<INKEY*-"l" AND b>l) 

1090 IF INKEY®-'" 1" THEN LET *=7- 
LET b«b+2’ PRINT AT a,bAT 
o + l,b-2;. LET 3=8’ PRINT AT 3 

1095 IF c=b-2 THEN BEEP .05,20- 
LET sc«sc+10 

1100 PRINT AT a, b-1; M "• PRINT A 
T 8/C+l;" " 

1101 PRINT AT a-l,h;" " 


1105 

ft If 

IF 

3=7 

THEN PRINT AT 3+1 

, b; 

1109 

IF 

1=3 

THEN GO SUB 6900 


1110 

IF 

b=c 

THEN GO SUB I960 


1111 

IF 

b=4 

AND a-e THEN GO TO 7 

200 

1112 

IF 

3=6 

AND b=10 THEN GO 

TO 

7200 

1113 

IF 

3-8 

AND b=16 THEN CO 

TO 

7200 

1114 

IF 

3=6 

AND h=22 THEN GO 

TO 

7200 


4120 IF ATTR <a,b>=43 THEN GO TO 
7009 

4130 IF b-9 THEN LET *-13« LET b 
-b+1- PLOT 76,156- DRAW 0,-80- P 
RINT AT 8,B;" " 

4140 IF b-25 THEN LET 3 * 8 * LET b 
-b+1 PRINT AT 3,b;"f";AT 13,24; 
" "« PLOT 203,156-"DfcAW 0,-88 

4150 IF b>=20 THEN PRINT AT a,b- 
1;" ";AT a.b;*^- GO TO 9950 
4155 PLOT 203,156- DRAW 0,-68 
4160 NEXT c- PRINT AT 13,9;" "• 
GO TO 4069 

4500 CLS - FOR 9-4 TO 20 STEP 4- 
PRINT AT 9,0;"££££££££££f££££tfc 
£££££££££££££££"; OVER 1;AT 9,0; 


OVER 0 NEXT 9 
4510 PLOT 243,24 DRAW O,16 
4520 PLOT 12,56- DRAW 0,16 
4530 PLOT 243,88- DRAW 0,16 
4540 PLOT 12,128- DRAW O,16 
4550 PLOT 234,144- DRAW 0,20‘ DR 
RW 20,9 DRAW 0.-20- DRAW -20,0 
4560 PRINT RT 2,30; 

4565 LET 3.-19- LET b~l 
457G BEEP .1,10 FOR c-30 TO 0 S 
TEP -1- PRINT AT 0,0;"SCORE ";sc 
/AT O, 12; "HI-SCORE ";hs;AT 8,0;" 
LEVEL "; 1; AT 2,12; "LIVES Mivej 
4560 PRINT AT 3 ,b; '1£" : AT 3 . b+1;" 
“;AT 3 ,to-i;“ “ 

4583 LET bo=bo-10 PRINT AT 21,O 
;"BONUS ";bo 

4585 PLOT 234,144- DRAW 0,20’ DR 
AW 20,0- DRAW 0,-20- DRAW -28,0 
4598 FOR 9-3 TO 19 STLP 4 PRINT 
AT 9 ,c; INK 3;"9";AT o,c+l;" "; 
AT 9,0;" "• NEXT 9 
4600 LET b=b+< INKEYS«*"P" AND b<3 
0>-< INKEY*=" 1 " AND b.M ) 

4610 IF INKEY*="1" THEN LET a«a- 

I- LET b=b+2' PRINT AT 3+1 ,b-2;" 
";RT 3,b;^£l' FOR s-1 TO 2G- NE 

XT s LET a=a+l• PRINT AT a-l,b; 

" ";AT a,b;'X" 

4620 IF ATTR <a,b>-43 THEN CO TO 
7000 

4630 IF c-b-1 OP c-b-2 THEN BEEP 
.1,20 LET sc'ic*1O PRINT AT O 
,6;sc 

4640 IF 3-19 AND b-30 THEN LET 3 
-15- PRINT AT 19,29;" " 

4650 IF 3=15 AND b-1 THEN LET 3 - 

II- PRINT AT 15,2;" " 

4653 IF 3=11 AND b=30 THEN LET 3 
=7- PRINT AT 11,29;" " 

4656 IF 3=7 AND b-1 THEN LET a-3 
- PRINT AT 7,2;" " 

4659 IF 3=2 AND b=3Q THEN GO TO 


1115 IF 3=8 AND b=2e THEN CO TO 
7280 

1116 IF 1-2 AND 3-8 AND b=? THEN 
GO TQ 7200 

1117 IF 1=2 AND 3=8 AND b=l3 THE 
N GO TO 72O0 

lilQ IF 1*2 AND 3=6 AND b»19 "THE 
N GO TO 7209 

1119 IF 1=2 AND 3-8 AND b-25 THE 
N GO TO 7200 

1120 NEXT c 
1138 GO TO 1655 
1950 RETURN 

I960 IF ATTR <a,b>-43 THEN GO TO 
7000 

1999 RETURN 

2000 PRINT AT 8,0;" 

• PRINT AT 1 
3,29;c*‘ PL 


z 

2030 PRINT AT a.b;^' 

2040 PRINT AT 0,0;"SCORE -;sc 
2050 PRINT AT 0,12;"HI-SGORE ";h 

* 

2052 PRINT AT 21.O; PAPER 4;"LIV 
ES ";lives 

2053 PRINT AT 4,9;"LEVEL ";l 
2055 GO TQ 1055 

3000 PRINT AT 0,0;" 

";AT 1,29;a*; 
AT 2,29; bS;AT 3,29;c*' PLOT 243, 

156 DRAW 0,-44* FOR z=9 TO ID 
PRINT AT z,0; INK 4;"<4*isP sP•2 
*isP *sP -2*isP sP *2*i«P-sP•2*isP 
*P -2*isP -sP-2 *isp *P’ 2*isP sP -2* 
isP*sP*3*isP>"* NEXT z* FOR z=ll 
TO 21- PRINT AT 2,0; INK 4;"<32 
*isP>" • NEXT z 

3010 PRINT AT 0,0;"SCORE ";sc;AT 
0,12;"HI-SCQRE ";hs;AT 4,0;"LEV 
EL “;l; AT 21,0; PAPER 4; "LIVES - 
;lives 

3020 FOR 9=4 TO 30 STEP 3‘ PRINT 
AT 10,9;‘If";AT 9,9;"!"* NEXT 9 
3030 PRINT AT a,b;"f" 

3040 GO TO 1055 

4000 CLS * PRINT AT 1,29; a*;AT 2 
, 29;b®;AT 3,29;c«;AT i,24:a*;AT 
2, 24; b*;AT 3,24;c®- PLOT 243,156 
• DRAW 0,-44- PLOT 203.156 
4005 PRINT AT l,0;a*;AT 2,6;bS;A 
T 3,9;c® 

4010 FOR z-9 TO 14- PRINT AT z,0 
; INK 4;"< 9*isP-17*sP■6*isP >"- N 
EXT z 

4020 FOR 7-14 TO 21- PRINT AT 2 , 
8; INK 4; "<32$1SP>"- NEXT 2 
4930 PLOT 203,156 DRAW 0,-88 
4048 PLUT 76,156- DRAW 6,-88 
4050 PRINT AT 0,0;"SCORE ";cc;AT 
0,12;"HI-SCORE ";hs;AT 4,0;"LEV 
EL ";l; AT 21,0; PAPER 4; "LIVES " 
;l 1 ves 

4060 PRINT AT 3,b;'XT' BEEP .1,1 
0 FOR c=24 TO 9 8TEP -1 
4065 PAPER 4 

4070._ET bo“bo-1 0 PRINT AT 21.1 
2;"BONUS “;bo 
4075 PAPER 5 

4O80 PRINT AT ?,b ; AT 3 , b+1;" 

";AT a,b— 1 ;“ *;AT 13-c+l;" ";nT 
13,c; INK 3;"9“ 

4O90 LET b=b+<INKEYS-"P" AND b<3 
0>-<INKEY®-" 1 " AND b>! 

4100 IF ?-S THEN IF INKEY®="1" T 
HEN LET a-7- LET b=b+2 PRINT AT 
8,b-2;" ";AT a,b;^£"- FOR v~l T 
0 20- NEXT v LET 3-8 - PRINT AT 
7,b;” ";AT 3,b;"f" 

4105 IF a=13 THEN IF INKEYS-"1" 
THEN LET a-12- LET b~b+2- PRINT 
AT 13, b-2;" "; AT a,b;'X“' Fr - ,R 
1 TO 20 NEXT v LET 3=13* PRINT 
AT 12,b;" ";AT a,b;"^' 

4110 IF ATTR <a,b-1>-43 THEN BEE 
P .1,20- LET sc=sc+10- PRINT AT 
0.6;sc 


20 


SINCLAIR PROGRAMS November 1983 





9950 

4660 NEXT c 

4670 CO TO 4570 

5010 BEEP 1.20- BEEP 1.17 

5015 PRINT " '" CAN YOU R1NL T 

HE BELLS" 

5O30 PRINT PNC* SAVE ESMAR 

flLDR?" 

5040 PRINT '' TfiB 3.--P RIGHT"' TAB 
3;"I LEFT"'TRB 3;"1 JUMP"• PAUS 

E 100 

5041 FOR 3=0 TO 704 

5042 POKE 23692,255 PRINT " 

NEXT 9. 

5043 LET .>«»"3bc" • LET b*-" m " 
LET 

5044 LET 1-1- LET 

5045 LET 3C-0- LET 

5046 LET b-1* LET 
5050 RETURN 

6900 IF 3-8 AND b"7 OR 3=0 AND b 
-13 OR 3-8 RNO b-19 OR 3-8 AND b 
-25 THEN CO TO 7200 
6910 RETURN 

7000 IF 105 THEN PRINT RT 9,0;" 
»• LET 3 = 8 ■ LET b=0 LET lives-1 


ives-1• IF lives<1 THEN CO TO 71 
00 

7005 IF 1-5 THEN LET lives-live?, 
-1- IP Uvca'.l THEM WJ TO 7 100 

7010 BEEP .3,-20• BEEP .3,-21- B 
EEP .3,-22’ GO TO 20 
7100 FOR 9-1 TO IS- BEEP .3,-30- 
BEEP .3,-31* BEEP .3,-32- NEXT 
9 CLS 

7105 PRINT RT 1G,7;"YOU SCORED " 
;*c;AT 14,7;"HI-SCORE ";hs;AT 
18,7;"YOU GOT TO LEVEL ";1;RT 2l 
,2;"PRESS RNY KEY TO PLAY RGRIN" 
7110 IF hs<sc THEN LET hs-sc• PR 
INT RT 14,7;"HI-SCORE ";hs 

7120 PAUSE O’ CLS • CO TO 10 
720© PRINT RT 3+2,b; FLASH l;"f" 
;RT 3,b; " "• CO TO 7009 ~ 

9000 CLS • FOR 3-OSR "3“ TO USR 
"9"+7 

9010 READ user DEEP .01,0- POKE 
3 ,user 

9020 NEXT 3 RETURN 

9030 DATA 0,0,0,1,3,7,15,15 

904O DATA 0,24,64+32+16+8+4+2,25 

5,255,255,255,255 

9050 DATA 0,0,0,128,128+64,128+6 

4+32.128+64+32+16,128+64+32+16 

9060 DATA 15,31,62,255,f3,0,0,0 

9070 DATA eiN 11110000.BIN 1111! 

000,BIN 11111100,255,0,0.0,0 

9080 DATR 60,60,24,255,60,eIN 00 

100100,BIN 01000010,0 

9090 DATA 6,60,126,255,255,126,6 

0,0 

9950 PRINT AT 10,5; FLASH 1;"YOU 
HAVE A BONUS OF ";bo FOR 9-1 T 
0 15- BEEP .1,10- BEEP .1,5- HEX 
T 9- LET l-l+l• LET se~sc+bo- LE 
T bo-5000- LET 3-8- LET b=l• LET 
c«0- IF 1=6 THEN CO TO 9960 
9955 CO TO 20 

9960 CLS • PRINT AT 0,6; FLASH 1 
;"YOU SAVED ESMARELDA"• FOR m«0 
TO 10- FOR 3-20 TO 35- BEEP .005 
,3- NEXT 3- NEXT * 

9970 LET 1=5- CO TO 7105 



10 LL1 2=100 

20 FUR L-l TO 10 

30 PR INI '\SP 9f 9h>"; 

40 NEXT B 

50 FOR b=0 To 28 

60 PRINT AT 6,B;" >=" 

70 IF INKEY*<>"" THEN GOTO 110 
0O NEXT B 
90 LET 4=Z-5 
100 GOTO 150 

110 FOR D-5 TO 0 STEP -l 

l>0 PRINT AT D.B+l;AT D.B+1 

. . 4 * •* 

130 NEXT L« 

l4o LET 2=4-2 

150 PRINT AT 6,B;" 

160 FOR B=0 TO 29 
170 PRINT RT 0,B; 

180 IF PEEK <PEEK 16398+256*PEE 
K 16399><>0 THEN GOTO 50 
190 NEXT B 

195 PRINT AT 0,0;"SCORE ";2; 

200 PRINT AT 10, 1;"GAME*0VER PL 
AY AGAIN? PRESS ANY KEY" 

210 PAUSE 40000 
220 CLS 
230 RUN 



SHOOTER 


S HOOT all ihe boxes, without 
missing any or going off the 
screen. If you miss a box, two 
points will be deducted from your score 
and if you go off-screen five points will 
be deducted. The maximum score is 
100 . 

Sharp Shooter was written for the 
IK ZX-81 by Colin Baxter of Crawley, 


SINCLAIR PROGRAMS November 1983 


21 





W E HAD a good deal of difficul¬ 
ty selecting a Spectrum piano¬ 
playing routine for the 
magazine. Fourteen-year-old Tim Whit¬ 
taker of Cardiff faced stiff competition, 
most notably from Paul Matthews, 
before winning the nomination with his 
clear and easily-mastered Spectral 
Piano. 

Whittaker has been programming for 
two years, during which time he up¬ 
graded his machine from a ZX-81 to a 


Spectrum. He is a completely self- 
taught programmer as there has, as yet, 
been no opportunity for him to study 
computing at school. He wrote the pro¬ 
gram in one day, basing it on his knowl¬ 
edge of the piano. Once he has mastered 
machine code he hopes to be able to 
develop it further and give his Spec¬ 
trum the full capabilities of an elec¬ 
tronic organ. 

When the program is RUN the 
screen shows a section of keyboard with 


keys which appear to move. Pressing 
the appropriate key causes the notes 
played to be raised or lowered by an 
octave, giving a range stretching from 
bottom C to top B. It is likewise very 
easy to vary the length of the note—any 
key from 1 to 9 will change it instantly. 

All instructions are included in the 
program. Capital letters in quotation 
marks in lines 400 to 500 should be 
entered in graphics mode. (16K Spec¬ 
trum). 


10 

GO SUB 1000 


323 IF INKEY$="3‘ 

THEN LET ten= 

14 

FOR C =14-4- TO 151 


. 3 


15 

FOR n =0 TO 7 


324 IF INKEY $ = " 4-’ 

THEN LET ten = 

15 

REPO 3; POKE USR CHR$ C +n ,S 

. 4 


17 

NEXT n: NEXT C 


325 IF INKEY $ = '*5‘ 

THEN LET len= 

IS 

DPTP 35,15,15,15,15,15, 

7 y £» 

, 5 


19 

DPT ft 24-0.. 24-0,24-0,24.0,240.24- 

326 IF INKEY$="S * 

THEN LET len = 

0,224- , 123 


»t- 


20 

DPT P 15,15,15,15,7,0,0, 

0 

327 IF INKEY$="7' 

THEN LET len = 

21 

DPTP 240,24-0 , 240,240,224,12 

. 7 


e. , 128,12S 


323 IF INKEY$="S* 

THEN LET len = 

22 

DPTP 128,128,328,128,128,25 

. 3 


5,128,128 


329 IF INKEY$ = "9 * 

THEN LET len = 

23 

DPTP 8,0,0,0,0,255,0,0 


. 9 


24- 

DPTP 128,123,255,123,128,12 

340 INK 7; PPPER 

2: PRINT PT O, 

S , 123.- 123 


20; “Length **; ten; ’ 

*• 

25 

DPTP 0,0/255,0,0,0,0,0 


350 PRINT PT 16,9 

> " t PT 17,7)& 

30 

PPPER 2: BORDER O: CLS 


5 ; " C" 


4-0 

rem variables 


400 INK 0: PPPER 

7: IF INKEY$=“ 

4-3 

\ r-T = 


a** THEN PRINT PT 14/3; "EF": BEEP 

4-2 

LET ten=.3 


ten,8+o: PRINT PT 

14,3;"GH" 

4-3 

LET 0=0 


410 IF INKEY* = "V 

THEN PRINT PT 

100 

REM Keyboard 


11/9;"ftB": BEER len,l+D: PRINT 

135 

PPPER 7 


PT 11,9 ;"CD" 


110 

FOR n=& TO 21: FOR *=7 

TO 1 

420 IF INKEY$="S" 

THEN PRINT PT 

4 



14,10;“EF": BEEP 

ten,2+0; PRINT 

120 

PRINT PT P/,n;" " 


PT 14,10;“GH" 


130 

NEXT Iff : NEXT D 


430 IF INKEY$="e" 

THEN PRINT PT 

14-0 

INK 0. PLOT 54,51; DRPU* 111 

11,11;"PB"; BEEP 

len,3+o; PRINT 

,0 



PT 11,11; •'CD- 


150 

FOR n =54 TO 152 STEP 15: PL 

440 IF INKEY$="d" 

THEN PRINT PT 

DT n , 

56: DRPLJ 0,63: NEXT n 


14,12;"EF": BEEP 

ten,4+0: PRINT 

5.64? 

FOR n=9 TO 20 STEP 2 : FOR 3) 

PT U,12;"GH” 


-7 TO 10 

% 

450 IF INKEY$ = "r 

THEN PRINT PT 

170 

IF n=13 THEN NEXT n 


14,14;"EF"; BEEP 

ten,5+0: PRINT 

130 

PRINT PT «,n ;'B": REM 

S S* 

PT 14,14; 


shifted 5 


460 IF INKEY$=" t" 

THEN PRINT PT 

120 

NEXT ®: PRINT PT M ,n; "CD" : 

11,15;“PB": BEEP 

ten, 6+0: PRINT- 

REM ® CD 


PT 11,15;“CD- 


200 

NEXT n 


470 IF INKEY$="g" 

THEN PRINT PT 

300 

REM notes 


14,16;"EF"; BEEP 

ten,7+0; PRINT 

310 

IF INKEYS="i THEN LET 

o = — 1 

PT 14,16;"GH" 


2: LET a$="bOtto*" 


430 IF INKEY$=y" 

THEN PRINT PT 

315- 

IF INaEY$= O” THEN LET 

O =0: 

11,17;"fiB”: BEEP 

ten,S+o: PRINT 

LET 

a$ = "D)i dd l e ’■ 


PT 11,17;"CD" 


320 

IF INKEY $="p " THEN LET 

O =12 

435 IF INKEY$="h" 

THEN PR TNT PT 

: LET 3$=" top" 


14,13,“EF": BEEP 

ten ,9 i-O : PRINT 

321 

IF INKEY$ = "1" THEN LET 

l en = 

PT 14-, 13; "GH" 


- 1 



490 IF INKEY $>="U” 

THEN PRINT PT 

322 

IF INKEY $="2" THEN LET 

l en = 

11,19;"PB": BEEP 

ten,10+0: PRIN 

.2 



T PT 11,19; "CD" 



30 


SINCLAIR PROGRAMS June 1983 




SOO IF INKEY $="j" THEN PRINT R*r 
14- s 20; "EF" : BEEP ten,11+0 PRIi 
T RT U,20; *' GH *' 

600 GO TO 300 

1000 PAPER 2: CIS : PRINT INK 7; 
AT 0.,7; "Speclrat Piano".; OVER l: 

INK 7; RT 0,7;" _" 

1005 LET n $ = "A5DFGHJ" 

1010 LET 1=1: FOR n=7 TO 20 STEP 
2: PRINT PAPER 7; INK 0;RT 10, R 
; n $ < U ; LET 1=1+1; NEXT n 
1020 LET n$s"UETYU" 

1030 LET 1=1: FOR n=8 TO IS STEP 
2: IF n =12 THEN NEXT n 
2 04-0 PRINT PAPER 0; INK 7;RT 8 ,o 
; LET 1=1+1; NEXT n 
1050 PRINT RT 5,0;"USE THESE KEY 
S",* RT 11,7; "f;AT 12,3; "MIDDLE O 


middle C TO B,.to obtain the 
sharps and fiats press any of 
the keys displayed in white on 
black.” 

1110 INPUT "press enter when rea 
dy 2 $ 

1120 PRINT INK 7; AT 14-,®;**S.p at 
so has a function to altertbe oc 
lave you are playing in, and a 
function to change the length 

of a note. 

1 -If at any time durin 
g playing you wish to change 

octaves just press key 0 to get 
the octave starting at hotter/? 
C,key Bto get the middle C oct 
aye and a to get the top G octav 

1 1 30 INPUT "Press enter yhe n rea 
dy 2 $ 

114-0 PRINT INK 7; RT 2,0; "2. -if a 
t any time during playing you mi 
sh to change the duration of the 
notes you are pressing press a 
ny key fro® 1 TO 9.The higher 

the number the longer the not 
e 

1150 FOR n =15 TO 21; PRINT RT n , 
NEXT n: REN 32 

119© INPUT "Have you underst ood ? 
fy✓n) ,, ;z$: IF 2$o ,, y" THEN GO TO 
1000 

1200 RETURN 

9998 PRUSE 0 

9999 PAPER 7; INK 0; BORDER 7; F 
LASH 0: CLS 


1060 PRINT RT 4-,20; “octave keys" 
. PRINT RT 6,22; “B ® 3“ 

1070 PRINT RT 2,2;"Length of not 
e in frclions";AT 3.4;"of a seco 
nd"; rt 4-, i.: " a.@-5 Q -S-S-S,g-B" 
2030 PRINT INK 7; RT U,@;“spectf 
el Piano is a computer versic 

r> of a piano.Once you knowhow it 
works you will soon be trying 
to play your own tunes." 

109O INPUT “When ready press eni 
e r z$ 

1100 PRINT Ot-'ER 1; FLRSH 1; PRPE 
=> 7; RT 12,3;" "; FLRSH 0: 

OVER 0; PRPER 2; INK 7; RT 14-,0. 
"The keyboard is set out like 
that of a real piano.By press in 
gtbe keys R TO U Ion the second 
row up>you will get a note from 


31 


SINCLAIR PROGRAMS June 1983 









C ATCH the apples in your basket 
as the windfalls fall from the 
trees. Beware, because Farmer 
Haynes is on the prowl and if he catches 
you he will have your guts for garters. 

Windfall was written for the 16K 
ZX-81 by Nicky Thorpe, aged 14, of 
Ashford, Kent. 


1 REM "RPPLE" 

2 LET Y=13 

3 LET 2-0 

10 PRINT AT 0,10;" <4*i£P> " 

20 PRINT AT 1,10;" <6*isP> " 

'>0 PRINT AT 2,10;‘\8*isp>" 

40 PRINT AT 3,10;" <.6tisP> " 

50 PRINT AT 4,10;" <4*isP> " 

60 PRINT AT 5,10;" <2*isP> 

M 

70 PRINT AT 6,10;" <2*isP> 

M 

80 PRINT AT 7,10;" <2 *l*P> 

•« 

9«3 PRINT AT 0,10;" <2*isP> 

•I 

95 PRINT AT 8,0; "<.32*9^" 

36 PRINT AT 21,0;'X32*isP >" 

110 PRINT AT 4,11;"*" 

120 PRINT AT 4,16;"*" 

130 PRINT AT 3,10;"*" 

140 PRiNT AT 3,17;"*" 

141 PRINT AT 9,0;'*< isP'30*sPis 

p 

142 PRINT "CxsP*30*SP•isP>" 

143 PRINT isP ■ 30*sr • xsP >" 

144 PRINT "(xsP■O0*sP'isP 

145 PRINT isP-20*SP • isP >*' 

146 PRINT "( isP : 30*sP : isP >" 

147 PRINT "<isP-30*sP•isP>" 

148 PRINT "< isP >30*SP• isP >" 

149 PRINT "<i£P'30*sPisP>" 

150 LET X=20 

151 PRiNT "< isP *30*sP ' isP >" 

152 PRINT "<lsP : 30*sP' xsP )" 

153 PRINT "CisP=30*sP•isP>" 

134 LET A-INT <RND*10+e> 

156 LET B=10 

157 PRINT AT B,A;"*";AT B-l,fl;" 

II 

158 LET B=B+1 

170 IF INKEY*-"5" THEN LET Y=Y- 

1 

106 IF 1NKEY*=“8" THEN LET Y*Y+ 


185 IF B=X AND A=Y+i THEN GOTO 
300 

186 IF B=X AND A=Y+2 THEN GOTO 
30ft 

190 IF Y<1 THEN LET Y-Y+l 
192 PRINT AT 19,8;" 

II 

200 IF Y>26 THEN LET Y~Y-l 
205 IF B~2l THEN GOTO 400 
210 PRINT AT X,Y;" (9u>94 > " 
220 GOTO 157 
2O0 LET Z-2+5 

305 PRINT AT 0,0;"SCORE*";2 
310 GOTO 154 
400 CLS 

410 PRINT "YOU DROPPED AN APPLE 

N 


411 PRINT "AND THE FARMER GUI Y 
OU. " 

413 PRiNT 

415 PRINT "YOU SCORED ";2 
420 PRINT 

430 PRINT "DU YOU WISH TO PLAY 
AGAIN ?" 

435 PRINT 

437 PRINT " <Y> OR <N> " 

440 IF INKEY$“"Y" THEN GOTO 500 

450 IF 1NKEY*="N" THEN GOTO 600 

460 IF INKEYSO"" THEN GOTO 440 

470 GOTO 440 

500 CLS 

510 GOTO 1 

600 CLS 

610 PRINT AT 10, 10; "ok 9oodb*e" 
620 STOP 


62 


SINCLAIR PROGRAMS January 1984 





-Mi 22 23 30QB3X 



3003 LET QW-RND**RND#*RND 
3005 PRINT AT Y*2,XK2+3;"O" 

3010 LET X-X-KCS-"-" OR CS-"/") 
3020 LET Y-Y-<C*-"I" OR CS-’V") 
3030 PRINT AT Y*2,X*2+3;"(SraPhi 
c fi>" 

3040 IF X=9 AND Y-l THEN GOTO 6E 


3050 GOTO 2E3 

5800 PRINT RT 20,0;"I WIN THIS G 
AME 

5010 GOTO 9999 

6000 PRINT RT 20,0;"YOU WIN THIS 
GAME 

9999 STOP 


A NDREW KEY of Witney, Ox¬ 
fordshire, sent Diagono, this in¬ 
triguing man versus computer 
routine for the 16K ZX-81. In concep¬ 
tion, it is a kind of low-tech version of 
our Program of the Month, requiring 
you to move the graphic A across the 
board from 0 to 0, the loser being the 
player who is forced to play into the top 
right-hand corner. You may move up 
(I), across (-), or diagonally (/), illegal 
moves being rejected. 

As listed, the game is not too difficult 
but it will certainly interest readers 
exploring man/machine interaction. 
Lower-case letters in brackets are graph¬ 
ic instructions. 


100 PRINT "D1RG0N0",, "-" 

1000 FOP N-l TO 9 

1010 PRINT TRB 5;"O-O-O-O-O-Q-O- 

O-O" 

1020 IF N<9 THEN PRINT TRB 5;"I/ 
I/I/I/I/I/I/I/I" 

1030 NEXT N 

1040 PRINT RT 2,21;"<inverse 0)" 
1050 LET Y-9 
1060 LET X*1 

2000 PRINT RT Y.T2, X#2+3; "< 9raPhi 
c R>" 

2010 PRINT RT 20,0;"YOUR MOVE?.. 

.<I,/,-)" 

2020 INPUT MS 

2030 IP MS< >"I" RND MS<>"/" AND 

MS< " THEN GOTO 2020 

2040 IF <<MS*"-" OR M*-"/"> RND 

X-9) OR (CMS-"I" OR MS-"/"> RND 

Y-l) THEN GOTO 2020 

2050 LET NX—X+< MS^"-" OR MS-"/") 

2060 LET NY*Y-(MS* - "I" OR MS-"/") 

2070 PRINT RT Y*2,X*2+3;"0" 

2080 LET X-NX 
2090 LET Y-NY 

2100 PRINT RT Y*2,X#2+3;"< 9rsP hi 
c fl)" 

2110 IF X-9 AND Y=1 THEN GOTO 5E 

3 

2125 LET CS-"0" 

2130 IF X<9 AND Y>1 RND <MS-"-" 
OR MS-"I"> THEN LET CS-"/" 

2140 IF CS-"/" THEN GOTO 3000 
2150 IF <Y<-X AND X<9) OR <Y>X fl 
ND Y-l) THEN LET CS-"-" 

2160 IF CY>X RND Y>1) OR <Y<«X R 
ND X-9) THEN LET CS-"r’ 

3000 PRINT RT 20,0;"I MOVE ";CS, 


SINCLAIR PROGRAMS May 1983 





; AT 19 


1 GOTO 3200 

10 LET R-INT <RND*5)+1 
20 DIM N<5) 

40 LET F-INT <RND*5)+1 
50 FOR L-l TO 5 
60 LET N<L)-F 
70 NEXT L 
00 FOR L-l TO 5 
30 LET N<L)-N<L)+R 
92 LET R-R+R 
34 NEXT L 
3b PRINT AT 0,0; 

100 FOR L-l TO 4 
110 PRINT N<L)J" "J 

129 NEXT L 

130 PRINT "?" 

140 PRINT 

lb0 PRINT "WHRT IS THE NEXT NUM 
BER? PRESS RNY KEY WHEN Y 

OU KNOW" 

165 IF INKEY®< >"" THEN GOTO 170 

16 6 LET TM-TM-1 

167 IF TM<-0 THEN GOTO B000 
160 PRINT RT 0,20;"TIME’";TM;" 

•I 

163 GOTO 165 

170 INPUT I 

172 LET TMS-TMS+TM 

174 LET 3®-" 

II 

175 PRINT RT 0,0;S®;RT 2,0;S®;fl 
T 3,0;S* 

100 IF I-N<5) THEN GOTO 3000 
130 GOTO 8000 
1000 FRST 
1005 LET fl-0 
1010 LET B-31 
1020 LET 021 
1030 FOR L-l TO 14 
1040 FOR F-fl TO B 
1050 PRINT RT C, F; "< i»P )" 

1060 NEXT F 
1070 LET R-fl+1 
1080 LET 8-B-l 
1030 LET OC-1 
2000 NEXT L 
2040 LET TM-TI 
2050 LET TMS-0 
2055 SLOW 

2060 PRINT RT 20,0;" 


2070 PRINT RT 18,16;“ “;RT 13 

,16;" ";RT 20,16;" 

2080 PRINT RT 15,12;" “;flT 16 

,14;" <9h) ";RT 18,10;" 

2090 PRINT RT 15,10;" ";RT 16,10 
";RT 17,10;" ■ 

3000 PRINT RT 14,18;" ";RT 15,18 
;" ";RT 16,18;" ";RT 13,15;" 

";RT 9,15;" " 

3010 LET H®-“<9h>" 

3020 PRINT RT 10,14;"<5*9h>";RT 
11,14; "<5*9h)“ 

3030 PRINT RT 20,15;H*;RT 18,15; 
HS, RT 15, l 1;H»;RT 18,12;HS;H*;RT 
14,1S;H®;RT 12,15;H®;RT 8,15;H* 
3048 PRINT RT 4,15;"<9q 9u;AT 
5,14;“<9t'2*97>9* > M ;RT 6,14;"<95 
> *< 98 >“; RT 7,14;"<95> <2*1SP>" 
3050 PRINT RT 20,3;"<9h> <9h> 

< 9h )" 

3060 LET X-l 9 

3070 LET Y-0 

3000 PRINT RT X+1,Y; 

3090 LET P-PEEK < PEEK 16398+256* 
PEEK 16399 ) 

4000 PRINT RT X, Y+l; 

4010 LET Q-PEEK < PEEK 16398+256* 
PEEK 16399) 

4020 PRINT RT X-l,Y; 

4030 LET U-PEEK C PEEK 16398+256* 
PEEK 16399) 

4040 PRINT RT X,Y-1; 

4050 LET E-PEEK <PEEK 16398+256* 
PEEK 16399) 

6810 IF P-136 OR W-136 OR E-136 

OR G-136 THEN GOTO 8 

6012 IF Q-23 THEN GOTO 3100 

6015 PRINT RT X,Y;"<!*)" 

6016 PRINT RT X,Y;" " 

6020 LET X-X+CINKEY®-"6“ RND P-0 
)-<INKEY®-"7" AND U-0) 

6030 LET Y-Y+<INKEY®«"8" RND 0-0 
)-( INKEYi-’ , 5" AND E-0) 

6040 GOTO 3080 

8000 FOR L-l TO 19 

0010 PRINT RT 20,L;"< 99 >" 

8015 NEXT L 

8018 PRINT RT X,Y;"<i*) M 
8020 PRINT RT 1,0;“SORRY BUT YOU 
ARE TRAPPED" 

8030 PRINT "THERE IS NO ESCRPE . 


8040 PRINT RT 0,0;"LRST NO.-";N< 
5);" NOT "; I 
8050 GOTO 9112 

9000 PRINT RT X+l,Y;" " RND P-13 
6;RT X,Y+l;» " RND Q-136;RT X-l, 
Y;" " AND W-136;RT X,Y-1 j" " AND 
E-136 

9010 GOTO 3080 

9110 PRINT RT 0,10;"**WELL DONE* 
*";RT 2,0;"YOUR SCORE WRS'";TMS 
9120 PRINT RT 3,0;"PRESS RNY KEY 

TO TRY AGAIN " 

9130 IF INKEY®-"" THEN GOTO 9130 

9140 CLS 

9160 GOTO 9500 

9240 PRINT RT 0,1;" ***** INC 

R GOLD*****" 

9250 PRINT TAB 5;"TO GET THE INC 
R GOLD";TAB 5;"YOU MUST REACH TH 
E”;TAB 5;"TOP OF THE INCR TEMPLE 

II 

9 


9300 PRINT TAB 5;"THE D0GRS<<9h> 
) HAVE LOCKS.";TAB 5;"THEY WILL 
ONLY OPEN IF";TAB 5;"YOU GIVE TH 
E CORRECT";TRB 5;"COMBINATION WH 
EN ASKED," 

9300 PRINT TAB 5;"THE WRONG ONE 
RND YOU";TRB 5;"ARE TRAPPED FORE 
VER. " 

9390 PRINT TAB 5;"USE KEYS CURSO 
R";TAB 5;"KEYS TO MOVE" 

9420 PRINT "*****PRESS ANY KEY T 
0 START*****" 

3430 IF INKEY ®-"" THEN GOTO 9430 
9500 CLS 

9520 PRINT "PLEASE ENTER LEVEL 0 
F DIFFICULTY****50 TO 1000****" 

9522 PRINT 

9523 PRINT "<THE LOWER THE HRRDE 
R THE GRME )" 

9524 INPUT TI 

9526 IF TI>1000 OR TI<50 THEN GO 

TO 9524 

9528 CLS 

9610 GOTO 1000 

3620 SAVE "INC*" 

3630 RUN 


34 


SINCLAIR PROGRAMS December 1983 
































■bbmbh 

IplRii 


Y OUR AIM is to reach the gold 
at the top of the Inca Temple. 
Move with cursor keys 5 to 8 
until you reach a door. Each door must 
be opened by the correct combination 
and any error means that you will be 
trapped there for ever. 

Inca Gold was written for the 16K 
ZX-81 by K Royles of Rhyl, Clwyd. 


SINCLAIR PROGRAMS December 1983 









1 LEI S*VAL "-30" 

2 LET S-S+VAL "30“ 

3 LET Y-INT '.RNL'*1U> 

4 CLS 

5 PRINT AT J.b#0j N '.ll*9a> N 

6 PRINT AT 14/RND^Y;"<isp >" 

7 PUR X-0 TO VOL "lb" 

0 PRINT m* RNL'*l3,RND*Y; M '91> 
‘ / AT RNDT 13 j RND*Y; CHRS 23 
IV PRINT AT X/Y> 

2(3 LET C“PEEK < PEEK 16398+VAL 
"■256"*PEEK 16339> 

30 IF C=23 UR C=1 UR 0*3 THEN 
LUTU 200 

4U IF C-VAL "120" THEN GOTO 2 
50 PRINT "(. l" > M 

bb LET Y-Y-K INKEY9 C "0" AND Y<1 
0>-<INKEY*="5" AND Y>0> 

6Q LET S=S+VAL "2" 

70 NEXT X 
00 GOTO 4 

200 FOR T=X TO VAL "lb" 

2O0~FUR T-X TO VAL "lb" 

210 PRINT AT 1/Y; "< i";AT T,Y; 
"A" 

220 NEXT T 

230 PRINT AT T-l,Y;"<l">" 

24Q PRINT "< is ic ic ir -le 9b)" 


AND Y<1 


A S DOCTOR WHO you must use 
keys 5 and 8 to steer the tardis on 
■ to the landing pad of the planet 
you are approaching. Avoid the stars 
and planets which appear or their gravi¬ 
tational field will send you crashing 
downwards. If you land safely you will 
gain 30 extra points and move to the 
next sheet. 

Tardis Lander was written for the 
IK ZX-81 by Terry Bishop of Leyton, 
London. 



2 LLT 11*0 

3 LET n-20 

4 LET 2-10 
b GLS 

6 LET T—20—ft 

7 LET X-1NT <RND*9>+1 
10 FOR N-l TO A 

lb PRINT AT A,Z-1 j“'.sP 
20 PRINT AT N,0;"<11*1SP>";AT 
N-i,0;" " i AT N/X>" " 

50 LET 2-Z-K INK£Y*-"8" AND 2<1 
1 >-cINKEY»«"b"> 

60 NEXT N 

70 IF ZOX THEN GOTO 500 
95 LET A—A—1 
100 GOTO 6 
S00 PRINT "SPLAT" 
b02 PAUSE 50 
bOb GLS 

507 IF TM1 THEN PRINT "NAME?" 
500 IF T>M THEN INPUT Ui 

509 IF T>M THEN LET M-T 

510 PRINT "SCORE-";T;" HIGH SC 
URE HELD BY ";U»;" WITH ";Mj" PO 
I NTS" 

520 INPUT CS 
530 GOTO 3 


U SING the cunning of a fox you 
have to weave in and out of the 
descending pack of hounds. As 
you negotiate one pack, you are met by 
another pack. 

_ The highest score appears at the end 
of each game, along with the name of 
the scorer. Use cursor key 5 to move left 
and 8 to move right. Beware, you have 
only one life. 

Foxhunt was written for the IK ZX- 
81 by Adam Evans of East Dereham, 
Norfolk. 

















A nimation was published as 

3D was in our September issue, 
to suggest new ways of using 
Spectrum graphics. Jonathon Healey of 
Winchester, Hampshire has produced a 
man who walks from the right to the left 
of the screen. The movement is smooth 
and resembles that of an animated car¬ 
toon. 

We would be interested in seeing 
programs which develop the technique 
further (16K Spectrum). 


10 

FOR t—0 

TO 11 




FOR r-13 

TO 7 



36 

READ 3 

POKE MSP 

LHR* ' 

244* 

*' >*-n, 

3 




48 

NEXT .v 

NEXT r 



66 

DATA 0,0 

,0,0,0/0/ 

0.0/2 

, 1,0, 

0,0,0,0,3,0,6 

|,0,0/6/ 112, 112 

.32, 1 

26/164/36,96/ 

00,208,ib6,132 


80 

DATA 0,0 

,0/6/1/1/ 

0,0,0 

,0,3, 

1 0,6,6,0/3/0/0 

,0,6,192, 

182/1; 

19 


t, 260,224 

.192,192, 

192,192,19 

— 

100 

DATA O,0 

,0,0,0,28,92,7; 

2,62, 

1 9,9,b6,60,66, 

192,7,0,0,0,0/1 

4,0,0 

. 0 / 0 , 

0,0,0,0 , 

0,0,0 



1 ! 0 

LET 3*-" 

3.cbd" 



120 

LET b*-" 

e9fh" 



130 

LET c*=" 

ik jl" 



140 

FOR 3=36 

TO O STEP -1 


lb0 

FOR f*0 

TO 2 



lbb 

READ 4* 




160 

PRINT A1 

1W/3 J 4*' 

TU 2 

:*iRT 

11,3, 

4*63 TO 

> 



170 

pause e 




3 80 

NEXT r 




190 

RESTORE 

lbb 



195 

NEXT 3 




2O0 

DATA 3*, 

b*,c* 



210 

i.LS • 00 TO 140 






lb BORDER 0 PAPER O' INK 6' I 
LS 

20 FUR 1=1 TO 168 STEP 7.55 
30 PLOT 0,< 168-1 >• DRBW I,-<li 
8-1 > 

40 PLOT 0,1* DRAW 1 ,- 1*168 
bo NEXT I 

60 FOR 1-1.6 TO 4.7 STEP .1 
70 INK 7 PLOT 127,86 DRAW 1 
0*COS I,58*3IN I 
80 NEXT I- INK b 

9990 FOR J-0 TO l?b 1 FOR 1-0 TO 
127 

9991 IF POINT <I,J>-1 THEN PLOT 
2bb-I, J 

8**2 NEXT I- NEXT J 

8893 LET L-22b28> LET 022544 

9994 FOR J-l TO 22 

989b FOR I-lb TO 0 STEP -1 

9896 POKE G*<lb-I),PEEK <L+I> 

9997 NEXT I 

8999 LET L-L+32 1 LET 0-0*32 
9999 NEXT J 


. Colo 

TL- 

u 

rs as w 

. 1 ne 

P 

rogram 

demor 

is 

iration. 








\turs 


T hree-dimensional let¬ 
ters, written for the Spec¬ 
trum by P Monger of Reading, 
Berkshire draws large, three-dimension¬ 
al letters on the screen. Only seven 
letters can be printed at once but the 
routine can be used again several times 
without clearing the screen, allowing 
impressive title pages to be created. 


113 BORDER 7' INK 0- PAPER 7 
30 LET a*«*'3D-WURD" 1 LET P-30 
30 PRINT AT l0,7;"fc 1903 P.Mon 
GO TO 100 

40 PRINT PAPER 1j INK 7;AT 13, 
Q; " Now you can write vou.n own 

3D word* 

50 PRINT '' PAPER 0 > INK 7;" N 
nw Please follow the Prompt*. " 
6* PRINT INK 7; PAPER 2; FLA6W 
1>AT 21,10;"Press any key" 

70 PAUSE 0- CLS 
80 INPUT "Pixels from toP < <1 
»P>*8 Pixel*)";* 

90 INPUT "letter* <7 max) ";a« 
• IF LEN aS>7 OR LEN a*<1 THEN B 
EEP 1,-30’ GO TO 90 
108 LET a-LEN PRINT INK 7>A 

T 21,0;a* 

110 FOR f=9 TO 8*a-l’ FOR n-0 T 

0 7 

126 IF POINT <f,n>*0 THEN GO TO 
160 

13G PLOT f*4,n*4+135-P• DRAW 4, 
O' DRAW 0,4 DRAW -4,0- DRAW 0,- 
3 DRAW 3,0- DRAW 0,2 DRAW -2,0 
- DRAW 0,-1- DRAW 2,0' DRAW -2,- 

140 DRAW 5,5' DRAW 0,4- DRAW 0, 
-4 DRAW 4,0 DRAW 0,4’ DRAW 0,- 
4’ DRAW -5,-5 

150 DRAW 0,4' DRAW 5,5' DRAW -4 
,0' DRAW -5,-5 
160 NEXT n’ NEXT f 
170 IF aS“"2D-W0RD" THEN PAUSE 
50' CO TO 40 

180 INPUT "Write some more ? <y 
/'n ) " ;wS 

190 IF w»*-"n" THEN STOP 
>00 INPUT "Clear the screen * < 
210 IF cS-“y" THEN CLS 
220 GO TO 80 


100 CLEAR 5V90J 
HO LEI CT-C234*256> PRINT AT 
8,10;"POKES LEFT “ 
i20 FUR 1-15616 TO 156l6+<255*3 


130 LET AS-' 


POKE 16384,PEEK 


140 GO SUB 200 

150 PRINI AT 10 , 10 , 1 5616+< 255*8 

-I;" •• 

168 Puke si , val cbin u +n*> 

170 LET ST-ST+1 
180 NEXT \ 

-.30 POKE 23607,233' STOP 
2O0 FOR J~7 TO O STEP -1' IF PO 
INT <J,175>-1 THEN LET AS-A4*"1" 
- GO TO 220 
210 LET AS=AS+”u M 
220 NEXT J- RETURN 
230 POKE 23687,233 


O NCE THIS program is RUN it 
will reverse the entire character 
set, excluding user-defined 
graphics. The new character set can be 
called upon at any time, even after 
NEW has been pressed, by entering 
POKE 2307,233. 

Mirror Characters was written for 
the 48K Spectrum by Graham Walkden 
of Banchory, Kincardineshire. 


MIRROR 



CHARACTERS 


44 


SINCLAIR PROGRAMS November 1983 






A BALL bounces around the 
screen and you must trap it 
using as few blocks as possible. 
Pressing any letter will place a block 
behind the ball. Once one ball has been 
trapped another will appear. 

This program was written for the 
16K ZX-81 by Roland Waddilove of 
Widnes, Cheshire. 


SPEED TRAP 


ISO REM instructions 

HO POKE 16418,0 
120 PRINT TAB 18;"SPEED-TRAP",T 
AB 9>"< 12*97 >" 

130 PRINT , THE IDEA OF THE G 
AME IS TO TRAPTHE BALL. PRESSING 
ANY LETTER WILL PLACE A BLOCK 
JUST BEHIND THE BALL." 

140 PRINT , ," THERE ARE 20 BALL 
S ALTOGETHER. USE AS FEU BLOCKS 
RS POSSIBLE." 

150 PRINT AT 21,7;"Press a lett 

or" 

160 IF INKEY*-"" THEN GOTO 160 

170 CLS 

200 PEN START 

210 LET BEST-100 

220 LET BALL-1 

230 LET BLOCKS-0 

240 LET X-l 

250 GOSUB 790 

260 LET P-INT <RND*780>+PEEK IS 
396+256*PEEK 16397 
270 IF PEEK P OR PEEK (P+X> THE 
N GOTO 260 
300 PEN GAME 
310 POKE P.0 

320 IF INKEYSO"" THEN LET BLOC 
KS-BLOCKS+1 


330 IF INKEYSO"" THEN POKE P.8 
340 LET P=P+X 
350 POKE P,23 

360 IF NOT PEEK <P+X> THEN GOTO 
310 

370 IF PND>.5 THEN GOTO 425 
400 PEN CHANGE DIRECTION 
405 LET X-33 

410 IF NOT PEEK <P+X> THEN GOTO 
310 

415 LET X=i 

420 IF NOT PEEK <P+X> THEN GOTO 
310 

425 LET X—33 

430 IF NOT PEEK <P+X> THEN GOTO 
310 

435 LET X—1 

440 IF NOT PEEK <P+X> THEN GOTO 
318 

445 LET X-33 

450 IF NOT PEEK <P+X> THEN GOTO 
310 

455 LET X-l 

460 IF NOT PEEK <P+X> THEN GOTO 
310 

500 REN NEU BALL 
510 LET BALL-BALL+1 
520 PRINT AT 0,8;BLOCKS;AT 0,28 
;< BALL AND 8ALL<21> 


530 IF BALL<-20 THEN GOTO 260 
600 PEN GANE OVER 
610 IF BEST>BLOCKS THEN LET BES 
T-BLOCKS 

620 PRINT AT 23,6;BEST 
630 FOR N-0 TO 100 
640 NEXT N 

650 PRINT AT 23,10;"Press P to 
Play a9ain" 

660 IF INKEY**-"" THEN GOTO 660 
670 IF INKEYS-"P" THEN GOTO 220 
680 CLS * 

690 STOP 
700 REN BORDER 
710 CLS 

720 PRINT " blocks = 
balls 

730 FOR N=1 TO 22 

740 PRINT "<isP)" j TAB 31;"<isP> 

M 

750 NEXT N 

760 PRINT " best- 

•t 

770 PRINT AT 0,8;BLOCKS;AT 0,28 
;BALL;AT 23,6;BEST 
780 RETURN 
808 REN save 
810 SAVE "SPEED-TRAP" 

820 RUN 


SINCLAIR PROGRAMS June 1983 


49 
















le/IrE 

JWAKEK 


BROWN of Charles- 
Cheshire wrote Lace 
Maker to generate patterns for 
use as design charts for punch-lace or 
Fair Isle work on domestic knitting 
machines. She adds that it would also be 
suitable for those designing filet 
crochet. 

The program first requests the num¬ 
ber of stitches in each pattern repeat — 
6, 8 or 12 for the more popular makes of 
knitting machine — followed by the 
number of rows required. Lace Maker 
can cope with any stitch repeat between 
4 and 16, and any number of rows 
between 4 and 20. (16K ZX-81). 


t RAND 

7 GOSUB 9900 

10 LET C*~"HOW MANY ARE REQUIR 
ED IN ONE REPEAT OF THE PATTERN 
? TYPE A NUMBER BETWEEN AND < 
INCLUSIVE> THEN PRESS NEWLINE." 
20 LET RS=" rows " 

30 LET SS="stitches" 

40 DIM D*<20,16> 

50 DIM AS<16> 

70 LET E-0 

90 PRINT AT 0,0;C*<1 TO 9>;SS; 
C*<9 TO 77 >; 4; CSC 77 TO 81>;16;CS 
<81 TO 113) 

100 INPUT N 
110 PRINT N 

115 IF N>16 OR N<4 THEN GOTO 48 

0 

120 PRINT AT 8,0;C*<1 TO 9>;R*J 
C®< 9 TO 77 ); 4; CS< 77 TO 81>;20;C* 
<81 TO 113) 

140 PRINT D 

150 IF D>20 OP D<4 THEN GOTO 42 

0 

200 LET H-DX2 

210 LET 2-INT <32/N)*N-N 

228 LET Y-INT <22^<D+l>>*<D+l ) 


230 

LET G-N/2 



240 

IF G>INT G THEN LET G=G+1 

250 

CLS 



255 

LET L-0 



260 

IF L>*Y THEN GOTO 

1000 


270 

FOR E-l TO INT H 



280 

GOSUB 1500 



290 

LET D*< E >*AS 



295 

NEXT E 



300 

IF H>INT H THEN GOSUB 1500 

310 

FOR F-E-l TO 1 STEP -1 


320 

FOR C-0 TO Z STEP 

N 


330 

PRINT AT L,C;D*<F 

, 1 TO 

N> 

340 

NEXT C 



350 

LET L-L+l 



360 

NEXT F 



370 

LET L-L+l 



380 

GOTO 260 



400 

ASE” 

PRINT "BETWEEN 4 

AND 16 

PLE 

410 

GOTO 100 



420 

ASE" 

PRINT -BETWEEN 4 

RND 20 

PLE 

430 

GOTO 130 



1000 

PRINT AT 21,0;"C 

TO CONTINU 

E, N 

FOR NEW SIZE" 



1010 

IF INKEY*-"" THEN 

GOTO 

1010 


1020 IF INKEY*-"C" THEN GOTO 250 

1030 CLS 

1040 GOTO 10 

1508 FOR B-l TO G 

1510 LET A-INT <RND*2> 

1520 IF A-l THEN LET AS<B>»" " 

1530 IF A=0 THEN LET AS<B>*"*" 

1540 NEXT B 

1550 FOR B»B TO N 

1560 LET AS<B>A*<N+1-B> 

1570 NEXT B 

1580 FOR C*0 TO 2 STEP N 
1598 PRINT AT L,C;A*<1 TO N> 

1600 NEXT C 
1610 LET L-L+l 
1620 PETURN 
9000 CLS 
9015 PRINT 

9030 PRINT AT 20,4PRESS ANY KE 
Y TO START" 

9040 IF INKEY**"" THEN GOTO 9040 
9045 CLS 
9050 RETURN 

9990 SAVE "LACEMAKEr" 

9991 RUN 


12 


SINCLAIR PROGRAMS July 1983 


10 GO SUB 9000 * GO TO 10UG 

20 DEF FN 9< :*=INT <<PEEK 23672 
+256*PEEK 23673+65536*T'EEK 23674 
V50 > 

36 LET ss^8 : LET c*-* "Nobody " 

4© PAPER 6 * INK 1* BORDER 1• C 
LS 

50 LET t-fcP LET s=0* LET a-10* 
LET b fe 10• LET f*-""* LET 2 ^1■ L 
ET rn=5* LET a*^"8"* LET h*~:a* * D 
IM x< 35 >* DIM y<35 >* GO TO 170 

68 LET f-INT <RND#9 >+1 : LET d" 
INT < RNDY16 >+3• LET c-INT < RNDY2 
7 >+2 

7G IF SCREENS (d-eX)" " THEN 
GO TO 60 

BO IF SCREEN* <d,e+2><>" " THE 
N GO tO 6G 

9G IF SCREEN* (d+Le+DO" " T 
HEN GO TO 60 

1G0 IF SCREEN* < d+2, e >< >" " THE 
N GO TO 6G 

110 IF SCREEN* <d+2,e+2><>" " T 
HEN GO TO 6G 

120 PRINT AT d»c-; INK RND*4; 

; AT d+1,c; INK RND*4; ; f; 'W 
i AT d+2,e; INK RND*4; 'W • RETU¬ 
RN 

160 PRINT AT d, e; M ";AT d+l,e 

" ; AT d+2,e;" " * RETURN 

170 PRINT AT 0,13; FLASH 1;"SNA 
KE"; FLASH 0 

ISO PRINT AT 2,0; " aaaaa.g.aa-aaaaa 
a a ■?. a a a a a a a a 3. a a a a a a a ” 

190 FOR TV= 3 TO 20- PRINT AT r.,8 
; INK RND*3;"a";AT n,31;"a"• NEX 
T n 

200 PRINT AT 21,0;" aaaaaaaaaaza 
a a •?. a a a a a a a a a a a a a a a a a " 

210 PRINT AT 1,1; INK O;"SCORE : 
";AT 1,11; INK 1;"TIME•";AT 1,20 
; INK 2;ss;" BY ";c$; 

220 POKE 23674,255- POKE 23673, 
255• POKE-23672,255* GO SUB 60 * 
GO TO 280 

240 LET z=z+l * IF z-rn THEN PR IN 
T AT x<z>,y<z>;" " * LET z-1 * LET 
m=m+<1 AND m<35> 

250 LET t“FN 90' PRINT AT 1,16 
;t ! IF t>~180 THEN GO TO 600 
260 BEEP .001,40 
270 PRINT AT a,b; INK RN0*4; "SI 
■ LET b*=a* : PRINT AT x<z>,y<z>; 

a ii 

2B0 IF INKEY*""" THEN LET b$-a$ 
290 LET a*"INKEY* ? IF a*<>"8" A 
ND a*< >"7" AND a*<>"6" AND a*<> M 
5" THEN LET a*=b* 

300 IF a*""5" THEN LET h-b-1* L 
ET c-2 

31© IF a*""6" THEN LET a-a+1 L 
ET c-3 




320 IF a*="7" THEN LET a^a-1 : L 
ET c" 1 

330 IF a$"“8" THEN LET b~b-M * L 
ET c=0 

340 LET x( z )r. 3 ■ LET y<z>«b 
350 IF SCREEN* <a,b>*W THEN G 
O TO 400 

360 IF SCREEN* <a,b><>" " THEN 
GO TO 700 

37G IF RND>.98 THEN GO SUB 16G* 
GO SUB 60 

380 PRINT AT a,b;CHR* <145+c > 
390 GO TO 240 

410 PRINT AT a,b;CHR* <145+c> 
426 LET s-s-1* INK 1 * FOR rv-f T 
0 O STEP '-1 * LET sr-s+i.- BEEP .GO 
8, ri+30 ? PRINT AT l,7;s j PRINT AT 
d+l,e+!;•«-.* NEXT r« 

440 .GO SUB 160 : PRINT AT a,b;CH 
R* < 145+c > * FOR ri"0 TO 20* NEXT 
n* GO SUB 60* GO TO-240 
608 FOR Vi"60 TO 30 STEP -1 * BEE 
P . 1, n ■ NEXT n 

605 PRINT AT 2,0; FLASH 1; INK 
2;"GAME OVER" 

610 IF s >ss THEN PRINT AT 3,0; 
FLASH 1;"NEW HIGH SCORE"» LET ss 
"S * GO TO 630 
620 GO TO 650 

6-38 INPUT M I«Put your name";c** 
IF LEN c*>7 THEN GO TO 630 
650 INPUT "ANOTHER GO ?";d$- IF 
d*”"Y" OR d*~"y" THEN GO TO 40 
660 STOP 


8 


SINCLAIR PROGRAMS Gcrofer /9&? 




V ARIOUS NUMBERS appear on over your tail or hit the edges of the Snake was written for the 16K Spec- 
the screen. Running over a num- playing area. trum by John Williamson of Moreton 

ber will add it to your score. Your As the game progresses your snake Morrell, Warwickshire, 
brightly-coloured snake is controlled becomes longer, making your path more 
with the usual cursor keys. Do not run circuitous. 


700 PRINT RT a,b;CHR$ <145+c> 
710 FOR n=36 TO 1 STEP -1= BEEP 
. t, n * NEXT -n • GO TO 650 
1000 BRIGHT 1- PAPER 6* INK 2 : B 
ORDER 6 ; CLS 

1320 PRINT RT 2,12; BRIGHT 1; FL 
ASH 1;"SNAKE";AT 3,12;" ■■ 

1040 PRINT AT "INSTRUCTIONS" 

; AT OVER 1; "_" 

1363 PRINT """ in this Same ca 


1 led •‘■'SNAKE'" 
e the numbered 
■=e your score 
f Points 
e boxes." 

1070 PRINT 

OU. control 

c-y s 5,6,7, 8 


, , ii 


you. have to bit 
boxes to lncrea 
by the amount a 
d l sP l ay ed i n th 

The Snake which y 
with the cursor k 
w 1 11 s1owly 9row 
lon9er." 

a key "* PA 


longer and 

1390 PRINT £0;"Press 
USE fi¬ 
ll 00 LET e»26* LET d=^7‘ LET f-9* 
GO SUB 76 

1110 LET J_ 

fffffffb"- FOR n-24 TO 0 STEP -1 


• BEEP .001,40' PRINT AT 8,0;x$C 
n+1 TO 27>• PAUSE 4’ NEXT n 


1136 FOR n-f TO 0 STEP -1 * BEEP 
.0O8,n+30• PRINT AT d+1,e+ljn* N 
EXT r, 

1140 PAUSE 100 

1150 FOR n“7 TO 21 * PRINT AT r.,0 

. M 

"* NEXT r. 

1160 PRINT AT 7,0;" There is a t 
ime limit m this Same, 3 minu 
tes displayed on the screen i 
n seconds, within this time yo 
u. have to 9et as larQer score 
as Possible, a hi9h score w 

ith be recorded." 

1170 PRINT "" If you. bite your¬ 
self or the fence then the 9a 
me will end." 

1230 PAUSE 0- GO TO 36 
8999 STOP 

9600 RESTORE • FOR n*144 TO 149* 
FOR f=0 TO 7 : READ a- POKE JJSR 
CHR$ <n>+f,a* NEXT f* NEXT rr RE 
TURN 

9150 DATA 8,16,8,186,93,16,0,16, 
192,156 -130,129,129,130,156,192, 
24,36,66,66,66,0,129,255, 3 ,57,65 
,129,129,65,57,2,255,129,0, 66 ,66 
, 66 , 36,24,24,36,90,189,189,90,36 
,24 


SINCI.AIR PROGRAMS October 1983 


9 






5 GO SUB 9600 

10 BORDER 5- BRIGHT l- PAPER S 
CLS 

20 DIM fc* 10,4) 

30 LET *-•>• LET sc-0 

90 PRINT AT 1,9;"Clobber Ca»tl 

100 PRINT AT 4,31;"" 

110 FOR f-1 TO 17*32 

120 PRINT PAPER 6; INK 2;"b"; 

130 NEXT f 

140 GO SUB 7000 

200 FOR f-1 TO 10 

210 GO SUB 8000 

215 FOR h-1 TO 5 

220 PRINT AT 4,*;" f " 

230 LET *-*+< INKEY»-"P" AND *<2 
9)-<INKEY*-"4" AND *>0) 

240 IF INKEY*-"f" THEN GO SUB 
1000 

430 NEXT h 
500 NEXT f 
550 GO TO 200 
1000 PRINT AT 4, a+1 ;" " 

1005 LET bh-0 

1010 FOR n-5 TO 20 

1020 IF ATTR <n.A+l>-112 THEN L 

ET bh-1 

1023 PRINT PAPER 6;AT T,*+l;1f" 

1026 BEEP .025,0-n 

1027 PRINT PAPER 6; INK 2;AT n, 
*•*•1; "b" 

1030 IF bh-1 THEN GO TO 1300 
1050 NEXT o 
1060 

1070 RETURN 

1500 LET sc-»c+10 

1560 FOR J-l TO 10 

1570 IF b<j,2)-*+l THEN GO TO 1 

590 

1580 NEXT j 

1590 LET b<j,l>-16 

1595 LET b<j,2)-INT <RND*29>+1 

1600 LET b< j,3)»b< j,3)+l 

1610 PRINT AT 0,0;"Score-";sc 

1620 PRINT PAPER 6; INK 3;AT b< 

J, 1 ),b< J,2);CHR* b< j,4> 

1630 RETURN 

7000 FOR f-1 TO 10 

7010 LET b<f,2)-INT <RND*29)+i 

7020 LET b< f, 1 )«18 1 LET b<f,3)-l 

7021 LET b< f, 4 )-147+INT <RN0*2> 
7025 PRINT PAPER 6; INK 0;AT bC 
f, 1 >,b<f ,2>;CHR* b<f,4> 

7030 NEXT f 
7040 RETURN 

8000 PRINT PAPER 6; INK 2;AT b< 
f, 1 ), b< f, 2 ); 

0005 BEEP .025,-30 

8010 LET b< f, 1 )-b< f, 1 )-b< f, 3 ) 

8015 IF bC f, 1 X-4 THEN GO TO 90 
00 

8016 IF b<f,4)-147 THEN LET b<f 
,4>-148’ GO TO 8020 

8017 IF b< f,4 >-148 THEN LET b<f 
,4>-147 


9640 FOR f-0 TO ?• READ s POKE 
USR "e“+f,s= NEXT f 
9650 DATA 0,26,26,60*Be,80,36,36 
9660 FOR f-0 TO 7> READ s- POKE 
USR "f"+f,ft. NEXT f 
9678 DATA 60,126,255,255,255,255 
,126,60 
9680 RETURN 


e020 PRINT PAPER 6; INK 0;AT b< 
f, l ),b< f, 2 ); CHR* b<f,4> 
e040 RETURN 

9000 PRINT FLASH 1;AT 4,b<f,2>; 

M d“ 

9010 PRINT FLASH 1;AT 10,7;"TOU 
GH LUCK" 

9020 BEEP .05,INT <RND*30)> BORD 
ER INT < RND*8) 1 IF INKEY #—"" THE 
N GO TO 9020 
9023 PAUSE 100 
9030 GO TO 10 

9600 FOR f-0 TO 7- READ *■ POKE 

USR "b"+f,s• NEXT f 

9610 DATA 255,16,16,16,255,1,1,1 

9620 FOR f-0 TO ?• READ s* POKE 

USR "d"+f,s■ NEXT f 

9630 DATA 0,88,88,60,26,26,36,36 


Y OU STAND on the battlements 
of your castle, which is being 
assailed by commando-style ro¬ 
bots. If a robot reaches the battlement 
you will be killed, so delay them by 
dropping cannonballs on to their heads. 
Move left with Q, right with P and drop 
a cannonball with F. 

Clobber Castle was written for the 
16K or 48K Spectrum by R Flavell- 
While of Melton Mowbray, Leicester¬ 
shire. 


SINCLAIR PROGRAMS December 1983 


31 







D ENBAR is an obnoxious fly 
which jumps from segment to 
segment of your cake. Move 
your red fly-swatter to hit Denbar, 
moving it left with 5 and right with 8. 
Denbar cannot be killed but you score 
points each time you hit it. 

Written for the 16K Spectrum by 
Simon Licence of Canvcy Island, Essex. 


DENBAR 


5 GO SUB 9500 
10 GO TO 9000 

20 PLOT 40,72- DRRM 80,16- DRfl 
U -64,-64’ DRRW -16,48 
25 RETURN 

30 PLOT 40,72- DRAW 80,16- DRfl 
U -80,16' DRAM 0,-32 
35 RETURN 

40 PLOT 48,104' DRAM 80,-16' D 
RflM -64,64' DRAM -16,-48 
45 RETURN 

50 PLOT 64,152' DRAW 64,-64- D 
RAM -16,80' DRAM -40,-16 
55 RETURN 

60 PLOT 112,168- DRAM 16,-80' 
DRAM 16,80- DRAM -32,0 
65 RETURN 

70 PLOT 144,160- DRAM 48,-16' 
DRAM -64,-64' DRAM 16,80 
75 RETURN 

80 PLOT 192,152- DRAM -64,-64- 
DRAM 80,16' DRAM -16,48 
05 RETURN 

90 PLOT 200,104- DRAM -80,-16' 
DRAM 80,-16' DRAM 0,32 
95 RETURN 

100 PLOT 192,24- DRAM -64,64- D 
RAM 80,-16- DRAM -16,-48 
105 RETURN 

110 PLOT 192,24- DRAM -64,64' D 
RflM 16,-80- DRAM 48,16 
115 RETURN 

120 PLOT 144,8- DRAM -16,80- DR 
AW -16,-00- DRAM 32,0 
125 RETURN 

130 PLOT 112,8- DRAM 16,80- DRA 
M -64,-64- DRAM 48,-16 


135 RETURN 

1000 IF INKEY0--5" THEN GO SUB 
<**10>- LET J.-JL-1 ■ IF *-l THEN 
LET *-13 

1010 IF INKEY0—"0“ THEN GO SUB 
<**10>- LET *-*+1' IF *-14 THEN 
LET *-2 

1020 INK 2- GO SUB <**10>- INK 7 
1030 PRINT AT x,*j INK 4; " *T 
1040 LET C-C+.2' IF c>l THEN LE 
T c-0' LET P-INT <RND*13>- GO SU 

8 4000 

1050 PRINT AT 1,1js;AT 17.lit;" 
-- LET t-t-1 

1060 IF t-0 THEN GO TO 8000 
1070 IF P-* THEN LET »-»+5' FOR 
n-0 TO 10- OUT 228,16+0' OUT 22 
8,0- NEXT n 
1080 GO TO 1000 

4000 PRINT AT x.vj" ■- GO SU8 <P 
*10>+5000 
4010 RETURN 

5020 LET x—14• LET «-9- RETURN 
5030 LET x—11 : LET «-8 RETURN 
5040 LET x—7- LET a-9 RETURN 
5050 LET x—4 : LET *-12- RETURN 
5060 LET x—4 LET *-16- RETURN 
5070 LET x—4 - LET y-19- RETURN 
5080 LET x°7- LET ¥-22- RETURN 
5090 LET x—11 - LET w-23- RETURN 
5100 LET x—14• LET v-2 2 RETURN 
5110 LET x— 17 - LET v-19- RETURN 
5120 LET x-19 : LET *-15 RETURN 
5130 LET x—18 ; LET *-12' RETURN 
7010 PRINT INK 2;"2X SPectru*"' 
' INK 4," DENBAR MARS" 

7020 PRINT AT 7,0; INK 4;"* * * 


.Licence 1983”'*"PRESS ANY KEY T 
0 PLAY A GAME” 

7040 PAUSE 0- PRUSE 0- PAUSE 0 
7050 GO TO 9010 

8000 BORDER 1- PAPER 1- INK 5- C 
LS 

8005 RESTORE 9540 
8010 FOR n-1 TO 15- READ *< BEEP 
.05,* ; NEXT n 

8025 IF s>h* THEN LET h*-a 
8030 PRINT AT 10,10; ,, SCORE- ,, ;a"' 
HI-”;hs'*'" ANY KEY 
FOR ANOTHER GAME" 

8040 PAUSE 0‘ PAUSE 0- PAUSE 0- 
PAUSE 0 

9000 BORDER 0- PAPER 0- INK 7- C 
LS 

9005 GO TO 7000 

9010 CLS ■ FOR n-20 TO 130 STEP 
10- INK 7- GO SUB n = NEXT n 
9020 LET *-2- LET *-0 
9030 LET c-0- LET x-14> LET v-9- 
LET P -2 - LET t-500 
9040 PRINT AT 0,1;"SCORE";AT 16, 
1 i "TIME"- PRINT £1;" S.Licence 
1903" 

9050 GO TO 1000 

9500 LET hft-0- FOR n-0 TO 7- REA 
D *■ POKE USR "*"+n,* : NEXT n 
9510 DATA 146,84,56,254,56.84,56 
,84,146,0 

9540 DATA 2,5.2,5,2,4,7,4,7,0,4, 
0,4,5.9,5,9 
9550 RETURN 


SINCLAIR PROGRAMS December 1983 


23 






Til 


ABANDONED 

HOWE 


T he abandoned house is 

a 16K ZX-81 adventure game 
and is this month’s program of 
the month. The author is Stephen Mur- 
gatroyd, aged 14, of Wantage, Oxon 
who has been programming since he 
received his ZX-81 in July. He is keen 
on adventure games and this is his first 
attempt at this type of game. 

Caught in a fierce electric storm, you 
seek shelter in an abandoned house. 
The door closes behind you, there is 
only one way out and you must find it. 
You explore the house, you are given a 
3D picture of each room as you enter it. 
You can find treasure or weapons but 
the house holds other secrets. The 
graphics are very good and add to the 
eerie atmosphere. 



34 


SINCLAIR PROGRAMS January 1984 








53 1 

532 

533 
534- 
54-0 
550 
560 
570 
5S0 
532 
584 
5S6 
525 
600 
602 
6 10 
620 
630 
63 1 
632 
634- 
636 
64-0 
650 
653 
660 
66 1 

662 

663 
6 6 4. 

665 
66 6 
667 

666 
662 
670 
6-71 

672 
6-73 
6-7 4- 
6-75 
6-76 
6-7 7 
6-76 

673 
660 
66 1 


LET D$ 

LET E$ 

LET G $ 

LET H $ 

LET R = 

IF R = 1 

IF R =2 

IF R =3 

IF R =4. 

IF R =5 

IF R =6 

IF R =7 

GOSUB 
SCROLL 
SCROLL 
IF F$ = 

IF F* = 

IF F$: 

IF F$ = 

IF F $ = 

IF F$ = 

IF F$ = 

SCROLL 
SCROLL 
FRST 
CLS 


= "R K 
= " R C 
= " R K 
= " R B 
INT < 
THEN 
THEN 
THEN 
THEN 
THEN 
THEN 
THEN 
653 


ITCHEN. 
ELLER . " 
ITCHEN. 
EDROOM . 
RND *7 5 + 


LET 

F$=B$ 

LET 

F$=R$ 

LET 

F$=C$ 

LET 

F$=D$ 

LET 

F $ =E* 

LET 

F$=G$ 

LET 

F * =H$ 


F$=R$ 

THEN 

GOSUB 

700 

F*=B$ 

THEN 

GOSUB 

S00 

F$=C$ 

THEN 

GOSUB 

300 

F$=D$ 

THEN 

GOSUB 

600 

F$=E$ 

THEN 

GOSUB 

700 

F$=G$ 

THEN 

GOSUB 

300 

F$=H$ 

THEN 

GOSUB 

700 


PR INT 

RT 

5,5 

PRINT 

RT 

19 , 

FOR Z 

= 0 TO 4- 

PRINT 

RT 

Z , Z 


NEXT Z 
LET X =0 

FOR Z =23 TO 25 STEP 

PRINT RT X, Z 
LET X=X+1 
N E XT Z 
LET X = 4 

FOR Z =20 TO 21 

PRINT RT Z,X; 

LET X = X — 1 

NEXT Z 

LET X =25 

FOR Z =20 TO 21 

PRINT RT Z , X; 

LET X = X + 1 

NEXT Z 

FOR Z =6 TO 13 


632 PR INT RT Z , 5 ; "| ** ; RT Z,24; " | 

633 NEXT Z 

664- PRINT RT 20,6; "YOU RRE FRCI 

NG ”; RT 2 1,3; F $ 

635 SLOU 

636 PRUSE 100 

630 RETURN 

700 PRINT ”<15 EXPLORE <25 LOOK 

FOR TRRP5" 

710 INPUT U 

720 IF U=1 THEN GOSUB 1000 

730 IF U=2 THEN GOSUB 1100 

735 SCROLL 

736 SCROLL ^ 

74-0 GOTO 510 

300 PRINT "Cl) EXPLORE (2) LERU 

E” 


8 10 

INPUT 

E 



320 

IF E = 1 

THEN 

GOSUB 

1000 

330 

IF E =2 

THEN 

GOSUB 

1300 

S33 

SCROLL 




336 

SCROLL 




340 

GOTO 510 



300 

PR INT 

”<15 - EXPLORE <2J 

(3 J 

LERUE” 




3 10 

INPUT 

O 



320 

IF 0 = 1 

THEN 

GOSUB 

1000 

330 

IF 0=2 

THEN 

GOSUB 

1400 

34.0 

IF 0=3 

THEN 

GOSUB 

1300 

34-3 

SCROLL 




34-6 

SCROLL 




350 

GOTO 510 



1000 

SCROLL 




1005 

SCROLL 




1010 

LET . R = 

INT (RND*4) 

+ 1 

1020 

IF R = 1 

THEN 

GOSUB 

1500 

1030 

IF R =2 

THEN 

GOSUB 

1600 

1040 

IF R =3 

THEN 

GOSUB 

1700 

104 1 

IF R =4 

THEN 

GOSUB 

1320 

1042 

SCROLL 




1043 

SCROLL 




1050 

RETURN 




1100 

SCROLL 




1101 

LET R = 

INT (RND*2) 

+ 1 

1 103 

IF R = 1 

THEN 

PRINT 

“THE 

E NO 

TRRP5 

HERE.• 



1104 

IF R =2 

THEN 

GOSUB 

1107 


REST 


1105 

1106 


PRUSE 60 
RETURN 


SINCLAIR PROGRAMS January 1984 


35 




1107 

PRINT 

EADS 

TO" 

110© 

SCROLL 

1110 

P R I NT 

1111 

PAUSE 

1112 

SCROLL 

1114 

SCROLL 

1120 

RETURN 

130© 

SCROLL 

13 10 

RETURN 

13 15 

SCROLL 

132 0 

E . " 

PRINT 

133© 

PAUSE 

1340 

RETURN 

1400 

SCROLL 

140 1 

LET A = 

1402 

IF A = 1 


YOU FIND ONE WHICH 


"ANOTHER 

30 


ROOM . 


"THERE 


NOTHING HER 


14-01 LET A = I NT (RND*2)+1 
14-02 IF A = 1 THEN PRINT "YOU REST 

AND THEN MOUE ON . ** 

14-03 IF A=2 THEN GOSUB 1406 

1404 PAUSE SO 

1405 RETURN 

14.0S PRINT "WHILE RESTING A THIE 

F COMES BY" 

1407 SCROLL 

14.03 PRINT "AND TAKES YOUR GOLD 

AND WEAPONS." 


1409 
14-10 
14 11 

14 13 
1414 
14-20 
ISO© 
ISO 1 

15 10 
GOLD " 
15 1 1 
15 12 
15 13 
15 14- 
ISIS 
«#*■' 

ISIS 
1520 
1530 
153 1 

1532 
1534 
1540 
1S00 
IS 10 
1615 
1S20 


LET G=G—G 
LET W=W—W 
PAUSE 30 
SCROLL 
SCROLL 
RETURN 
GOSUB 659 
SCROLL 
PRINT "YOU 


P R I NT 
PRINT 
P R I NT 
PRINT 
PRINT 


PAUSE 10 
LET G=G + 
LET S=S+ 
IF S > 350 


HAUE FOUND SOMI 


AT 

14,3 

AT 

15,3; 

AT 

16,3; 

AT 

17,3, 

AT 

13 , s; 

100 

G +2© 

3 + 10 


1645 

1643 

15 5 0 
1S51 
1S55 
165 S 
1660 
1SS5 

16 7 0 
1675 
1630 

1700 

1701 

17 10 
PON " 
1 7 1 1 
17 12 
1713 
17 14. 
17 15 
1716 
17 17 
17 IS 
17 IS 
1720 
1725 
1730 
1740 
174-5 
1750 
1760 
ISO© 
1320 
1330 


PRINT "YOU HAUE MET A ";M$ 

PAUSE 3© 

CLS 

SLOW 

PRINT "HAUE YOU A WEAPON 7" 

IF W =0 THEN GOTO 2115 
IF W<1 THEN GOTO 1660 
PRINT "YES" 

LET W =W — 1 

PRINT "YOU HAUE KILLED IT" 

GOTO 510 
GOSUB 65S 

SCROLL 

PRINT "YOU HAUE FOUND A WEA 


PRINT AT 9,14;" ■ 

PRINT AT 10,14;" ■ 

PRINT AT 11,14;"Ji 
PRINT AT 12,14;" ■ 

PRINT AT 13,14;" ■ 

PRINT AT 14,14; ", ■ 
PRINT AT 15,14;" ■ 

PRINT AT 16,14;" ■ 

PRINT AT 17,14;" ■ 

PRINT AT 13,14; 

LET W = W + 1 

LET S = S + 10 

IF S > 350 THEN GOTO 

SCROLL 

SCROLL 

RETURN 

CLS 

PRINT AT 5,10;"QSHI 
P RINT AT S . © ; '' ■■■ , I 


1300 


5,10; 
S , O ; " 


GOTO 130© 


SCROLL 

SCROLL 

RETURN 

FAST 

CLS 

LET A = INT (RND*3) +1 
IF A = 1 THEN LET M * = " 


mamm 

135 1 

WMUKBiti 

KE TO 

MB :|m 

1355 

.. 

I860 


1340 PAUSE 100 
134-5 CLS 

135© PRINT AT 5/0;" 
U HAUE FINALLY AND 
CARED FROM THE 
MONSTERS.";AT 3,0; 
ESCAPE YOU TOOK £ " 
RTH OF GOLD AND £"; 
TH OF WEAPONS." 

1SS1 PRINT AT 14,0; 
KE TO BECOME EUEN 


WELL DONE VO 
THANKFULLY ES 
HOUSE AND ITS 
" DURING YOUR 
£";G*S ;",000 WO 
"; W * 5; ", 000 WOR 


"WOULD YOU 


PAUSE 9999 
IF INKEY$="N" 


THEN GOTO 120 


1S 3 0 IF A =2 THEN LET MS 


1640 IF A=3 THEN LET M*= 


0 

1370 

r? < 

0 

1200 

1210 

1220 

2000 

2010 

2012 

20 15 
202 © 
2100 
2 115 
ILED 
2120 
2 13© 
2140 


IF INKEY $ = " THI 
IF INKEY*="Y" ' 


N GOTO 1350 
HEN GOTO 20 


CLS 

PR I NT 

STOP 

CLS 

PRINT 

PAUSE 

CLS 

GOTO ' 

CLS 

PRINT 

TO 

STOP 

SAUE 

GOTO 


WISE DECISION. 


"GREEDY 
50 


HING 


"BAD LUCK.YOU HAUE 


ESCAP1" 


SINCLAIR PROGRAMS January 1984 














ZX81 KEYBOARD AT THE SAME 

OLD PRICE. £9.95. 


There's only one thing wrong with the 
ZX8I Its keyboard. 

Or rather its lack of one. 

Since its flat your fingers don’t feel as if 
there's any response to the pressure put on 
the keys. \ _. 


But our keyboard doesn’t just come 
loaded with features. With it comes a separate 
overlay and a set of coloured stick-on labels to 
make game playing easier. 

Its yours for the original price of £9.95. 
Whichever way you look at it, we think 
you’ll agree that it’s a keyboard that's quite 
outstanding. 

I Orders to Filesixty Ltd., FREEPOST, London W9 2 BfT 1 
| Cheques/PO made payable to Filesixty Ltd. | 

Please send me- (qty.) Keyboards at £9.95 each 
(including VAT and P&P). 

Total £ 


ZX81 KEYS FILESIXTY KEYS 

In other words, you’re not quite sure 
which keys you’ve pressed until the screen 
actually tells you. 

Our new, improved push button keyboard 
changes all that. 

It matches the ZX81 perfectly. And the 
keys give a real calculator-type feel. 

To set it up all you have to do is peel off the 
adhesive backing and stick it on top of the 
ZX81 touchpad. 

Because no tampering or soldering is 
involved the guarantee is not affected. And it 
will last for up to 3‘/2 million operations. 

Filesixty Ltd., 25 Chippenham Mews, London W9 2AN. England.Tel: 01-289 3059. Telex: 268 048 EXTLDN G 4087. 


BLOCK CAPITALS 


Address 


SP1/84 


SINCLAIR PROGRAMS January 1984 











2 REM (WAR! 

5 PAPER 5- INK y BUPDER 1* L 
LS 

10 CO SUB 5G0O 
20 GO SUB 5000 

50 INPUT ; FLASH 1; "Do sou utis 
h to go first- <Y/N>";x* 

55 LET c-*e- GO SUB 8000 
40 IF vS-'-v OR x*-"Y" THEN GO 
TO 200 

bO GO SUB 2l0 GO TO 400 
200 REM PRINT STATUS 
205 GO SUB 210- GO TO 308 
210 INK 5- BRIGHT l 
220 FOR J=1 TO 7 
230 PRINT AT 7,C<4*J>-3>;" " 

240 IF a<15-J »0 THEN PRINT AT 
7»C < 4U )—3 >; a< 15- 0 
250 NEXT J 
260 FOR J^l TO 7 
265 PRINT AT 14.<l♦<4* J> > j " " 

270 IF ?< »:*>0 THEN PRINT AT ’4, 
' l+< 4*J>>;A<J> 

200 NEXT J 
290 RETURN 

300 LET h-0 FOR x-1 rtj g- LET 
h*h-»-a< x> : NEXT x- IF h-0 THEN LC 
T "1■ GO SUB 1O00- GO TO 400 
305 IF 2»6 THEN GO SUP 750- GO 
TO 340 

310 INPUT ; FLASH l*"Enter cuP 
number < 1-6 >";c 

32W PRINT AT 21,0;"You chose cu 
P "; c 

330 IF c.=Q THEN RUN 

334 IF 06 OP C< 1 THEN GO TO 30 

0 

340 GO SUB 1000 
350 GO SUB 210 

400 REM COMPUTERS TURN 

401 IF 2-1 OR 2-6 THEN GO TO 70 

0 

402 IF 2-2 THEN GO TO /■ 00 

403 IF 2-'-: THEN GO TO 4W 

404 IF ?“4 THEN GO TO 880 

405 Ir 2-5 THEN Go Tn -ini' 

403 REM MOVE l EVTJ. :j 

403 TOR J-l TO 6 

41.0 rr AC 14-J X>0 THI N GO T " 44 

0 

420 NEXT J 
430 GO TO 460 
440 LET C-14-J 

445 PAUSE 50- PRINT AT 21,17;"S 
Pectrum euP FLASH l;7-j- PRUS 
E 100 PRINT AT 21,0;" 

M 

450 GO SUB 1000 

460 LET T-0- FOR X~1 TO 6- LET 
T“T+A<X ) i NEXT X- IF T-0 AND A<7 
•>>24 THEN CL3 • PRINT AT 4,6; "A 
W A R 1 Level ";t;AT 10,7; FLA 
SH 1;"YOU WIN ";A<7>;" TO ";48-A 
< 7 > : GO TO 500 

461 LET T=Q FOR X»3 TO 13 EFT 
T-T+fl<X>- NEXT y IT T-0 AND A< 

14>>24 THEN CLS PRINT AT 4,6;" 
A W A R I Level "• z;flT 10,8; F 
LASH t; " I WIN ";A<14 >;" TO " 

A<14)' GO TO 500 

462 IF A<7>*fK 14>-4€* THEN CLS > 
PRINT AT 4,6;"A W A R I Level 
";z;AT 10,12; FLASH 1;"A DRAW"- 
GO TO 580 

470 GO TO 20O 

499 STOP 

500 INPUT ; FLASH 1;"Press ENTE 
P to Play again.";x* RUN 

6O0 REM MOVE LEVEL 2 
605 LET H-0 
610 FOR J-l TO 6 
612 IF A(14—J >-J THEN GO TO 440 
615 IF AC14-J >>H THEN LET H-A<1 
4-J > 

620 NEXT J 

630 FOR J=1 TO 6 

635 IF fl<14-J>«H THEN GO TO 440 

640 NEXT J 


650 STOP 

700 REM MOVE LEVEL l 
705 LET H-0 
710 FOR J=1 TO 6 
712 IF <R< 14-J >-K 14-J >»-14 THE 
N GO TO 440 

715 IF AC14-J »H THEN LET H-fiC1 
4—J > 

720 NEXT J 

730 FOR J-l TO 6 

735 IF R<14-J H THEN GO TO 440 

740 NEXT J 

745 STOP 

750 PEM AUTO move 

760 FOR r-6 TO 1 STEP -1 

762 IF R< c >+c N ~7 THEN GO TO 795 

779 NEXT c 

7e8 FOR c-1 TO € 

705 IF ACrV'O THEN CO TO 795 
790 NEXT c 

795 PRINT AT 21,0;"You move cuP 
";ci PAUSE 59 
799 RETURN 
900 PEM MOVE LEVEL 4 
310 LET J-INT ( RNDT6 >*1 
320 IF ft< 14—JXXJ THEN GO TO 44 
0 

838 LET h*0• FOP x-1 TO 6- LET 
h«h+a<14-x >■ NEXT x 
949 IF h>0 THEN GO TO 810 
850 GO TO 440 
900 REM LEVEL 5 
910 LE T J*C 
920 GO TO 020 

1008 REM MOVE USING CUP C 
10O1 IF ACO-0 THEN RETURN 
1005 GO SUB 0000 


1010 

FOR J-C+1 TO RCC HC 


1020 

LET K-J 



1030 

IF J>14 THEN LET 

K-J- 

-14 

1040 

LET AC K >-A< K >+1 



1050 

NEXT J 



1960 

LET £K C 



1070 

IF NOT A<K>-1 OR 

NOT 

K-7 OR 

NUT 

K—14 THEN RETURN 



1080 

LET AC K >-A< K >*A< 14-K > 

1090 

LET fl<14-K >®0 



1100 

RETURN 



5000 

REM PRINT BO ARC’ 



5005 

CLS 



5010 

PRINT AT 1,5;" A 

W A 

P 1."; 


TAB 20;"LEVEL ";Z 
5015 GO SUB 600O 

5020 PRINT AT 4,1; INK 1; BRIGHT 
1;"ST € 5 4 3 2 1" 

5030 LET a*-"a da da da da 

da da d" ~ — 

5035 LET b*-"b fh fh fh fh 

£b fb _f" — 

5040 LET c*-"c_ec_ cc _ec_ec_ 

ec_ec_ e" — — — — — 

5058 PRINT AT 6,0; INK 7; BRIGHT 
l,a*.AT 7,0;b*;AT 8,0;c*.AT 13, 
4;a*;AT 14,4;b*;AT 15,4;eS 
5060 PRINT AT 17.1:; INK 1 CRIC 
HT 1 ;."CUP 1 2 3 4 5 6 

ST" 

5090 DIM AC14> 

5100 FOR J-l TO 14 

5110 IF J-7 OR J—14 THEN GO TO 5 

138 

5120 LET Ac J >-4 
5139 NEXT J 
5999 RETURN 
6080 REM set-up UOG 


48 


SINCLAIR PROGRAMS September 1983 


T HE AIM of Awari is to finish 
with more beans in your score 
cup than the computer has in its 
score cup. You each begin with four 
beans in each of your six cups and an 
empty score cup each. 

Choose a cup and the teams in it will 


be removed and distributed singly into 
the following cups. No bean can be 
removed from a score cup. Thus, if you 
choose bowl three initially it will be 
emptied and an extra bean will appear 
in bowl two, bowl one, your score bowl 
and the sixth computer bowl. Several 


levels range from easy to extremely 
difficult, and include an option for a 
demonstration game. 

This professional-quality program 
was written for the 16K Spectrum by 
Terry Hainsworth of Radclifle-on- 
Trent, Nottinghamshire. 


e 


IT i 


6010 FOP f«0 TO 6 * FOR 9=Q TO ?• 
READ POKE USR CHR* C 144+0+9 
.a NEXT 9' NEXT C 
6020 DATA 36,144,16,16.16,16.16, 
16 

6030 DATA 16,16,16,16,16,16,16,1 

6049 DATA 16,16.16,16,16,16,3.7 
665G DATA 6,3,8.6,8.8,8,8 
6068 DATA 8.8,8,8,8,8,16,224 
6070 DATA 8,8.8,8,8,3,8,8 
6880 DATA 0,0,0,0.0,0,0.25b 
6098 RETURN 
8000 REM sound 

3010 BEEP .l,<c*3>-4 BEEP .l,e* 

3- BEEP .l,<crj>+4 

8820 RETURN 

9000 REM LEVEL OF PLAY 

9O10 CLS 

9020 PRINT AT 13,O; FLASH 1j"RLE 
ASE ENTER LEVEL OF PLAY*' 


9038 PRINT AT 16,3;"1 - HARD" 
9040 PRINT AT 17,3;“2 « EASY" 
9050 PRINT AT 18,3;"3 - EVEN EAS 

IEP" 

9GS5 PRINT AT J9,9;"4 = BEAT THE 
MONKEY" 

9057 PRINT AT 28,3;“5 ~ BEAT THE 
ZOMBIE" 

9058 PRINT AT 21.3;"6 » DEMONSTR 
ATIOK" 

9068 INPUT 2 

9064 if ?/\ 0 P 2^6 THEN CO TO 90 
00 

9068 LET CO SUB 8890 

9870 RETURN 
9950 CLS 
9968 CLEAR 

9980 SAVE "AWARI" LINE 1 


SINCLAIR PROGRAMS September 1983 



P LING is an old routine. Its au¬ 
thor, Ken Rylett of Manchester, 
reports it as very similar to the 
first video game he played and we 
believe him. It is worth taping, since 
nobody criticises the Mona Lisa for 
being an old picture. 

The game is for two players, each 
with a goal and a bat with which to 
defend it. A ball is bouncing around the 
court and the rest is as you would 
expect. Full instructions are supplied 
and a running score is kept. 

A conventional routine well worth 
having. After all, nobody criticises foot¬ 
ball for not being new. (48K Spectrum). 


nr 




w 

""'is 


■/i 




m 


r.t 


U 


q/L 


% 


ft ’ 


'M 




nil 


$ 


\4f/i 




iOO0 SEM H 

1010 

1020 POKE 23658,8: GO SUB 9500: 

30 SU5 9000 

1030 

3000 REM 
= 010 

=020 LET b-30 LET *=-l 
2030 LET y=INT (BNDv 6 *l) 

2040 IF RND <.5 THEN LET y=y *12 
20S0 LET Z =1 

=060 XF RND4.5 THEN LET Z=-Z 
2070 PRINT INK 1 ;RT y , bi 
2080 IF IN 63486*254 THEN GO SUB 
3020- GO TO 2120 
=090 IF IN 64610=254 THEN GO SUB 
3030: GO TO 2120 
2100 IF IN 61438=254 THEN GO SUB 

wa-. nn to 2 .u=o 

2110 IF IN 57342=254 THEN GO SUB 

.. 

2120 PRINT RT y,b;" " 

2130 XF RTTR (y »z , bJ =64 THEN LET 
Z=-Z: BEEP .1,10 
2140 IF RTTR (y*Z,b»M)=64 THEN L 
ET •»=-*: BEEP .1.10 
2150 LET y =y »Z : LET b = b*w 
2160 IF b =0 OR b=31 THEN GO TO 4 


2170 GO TO 2670 _ 

3000 REM K Wt M 
3010 

3020 IF 11>1 THEN PRINT RT 11.2. 

• ";RT lb,2;“ LET lt=lt-l: LE 
T lb=»b-l; PRINT PRPER O,RT It,2 
;*• ";«T Lb, 2:" RETURN 
3030 IF lb<20 THEN PRINT RT It,2 
";AT lb,2;” ”.- LET ll = ltn. l 


ET lb = lb*l: PRINT PAPER 0,RT It. 
2 ; " **; at lb. 2 ;- **: return 
3040 IF rl>l THEN PRINT RT ft,29 
",AT rb,29;“ LET ftsft- 1 : 
_ET f b=f b-1. PRINT PRPER 0;RT ft 
,29; " ";RT r b,29;“ “: RETURN 
3050 IF f b <20 THEN PRINT RT ft,2 
3;- **;RT f b,29; “ **: LET rt=fUl: 

LET fbsfbtl: PRINT PRPER 0;HT f 
t.29, ~ "; RT f b,29; ** " : RETURN 
3060 RETURN 
3070 
1010 

L020 XF b=0 THEN LET =9ftl: LE 

r ba3B. GO TO 4040 

1030 LET 9 t=g1*1: LET b=l 

1040 PRINT FLRSH 1, BRIGHT Xl PR 

PER 6 , INK 0.RT 4.5:yl,AT 4,25;9 

r IF 91-5 OR 9f=5 THEN GO TO 40 

1050 FOR n =1 TO S00; NEXT n 
1060 PRINT AT 4,5;" AT 4,25;" 
1070 GO TO 2030 

10S0 PRINT FLASH 1.AT 10,5,"ANY 
KEY TO PLAY AGAIN. FOR «1=1 TO 
500: NEXT N 

4090 IF INKEY*="" THEN 60 TO 409 

1100 PRINT RT 10,5;" 

“-AT 4,5;" ”;RT 4.25;" 
LET 91:0: LET 9r =0: GO TO 20 

♦lie _ 

9000 REM n» 

9010 

9020 FOR n =0 TO 7 

a : POKE USA "A"*n , a 
>040 NEXT n 


3050 
, 126. 
3060 
9100 
9110 
3120 

9130 

3140 

9150 

3160 

9170 

21 . 0 : 


DRTA 60,126,255,255,255,255 
60 

LET lt=10; LET lb=l1 
LET f t =10: LET f b = ll 
SORDER 2. PRPER 5: BRIGHT 1 
INK 0 : CLS 

PRINT PAPER 0;RT It,2 " 

PRINT PAPER 0;RT lb,2 " 

PRINT PRPER 0;RT ft.29;” " 
PRINT PRPER 0;RT fb,29;" " 
PRINT PRPER 0;RT 0,0;” 

"< OT 


3180 FOR n = 1 TO 8 

319B PRINT PRPER O;RT n,@;" ";AT 
3 2?2 3 l 0; ” “' Br n,3l;" ";at n+13, 
3200 NEXT n 

3210 LET Jl= 0 : LET gr =0 

3220 RETURN 

9230 _ 

9500 REM aftfl—W 

3S10 

3520 BORDER X: PAPER 1: INK 0: 

9530 PRINT PRPER 6 ; BRIGHT 1;RT 
1,12;** PLING " 

3540 PRPER 7 

9550 PRINT RT 4,0;" This is a 2 
> l a y e r g.*m* ", RT 10 , 0 ;- Left pi 

9y er 1 for op ",RT 12,16;" O 


«»ynv piayer 
own " ' UP ; ” T IB, IS;" P d 

!®ls i Set3rn enter to PLfiY LIN 


»r up ; RT 12,16;" < 
i 6 ,0 ; "Ri9h t p layer 


8 


SINCLAIR PROGRAMS May 1983 






Y OU ARE trying to break into 
Fort Knox to steal as much 
money as possible. You will 
have to experience many trials before 
you leave dead — or a millionaire. 

Fort Knox was written for the 16K 
ZX-81 by Gordon Bold of Edinburgh. 


2 LET AG-G 
2 LET Hb*0 

4 LET NS=" 

5 GOSUB 5000 

6 PRINT "HOW MANY PLAYERS?" 

7 INPUT PL 

8 LET S*=0 

9 FOR W-l TO PL 

10 PRINT laaer W 

11 LET S-0 

12 PAUSE 7b 

13 CLS 

14 PRINT "fort knox n" 

lb PRINT AT 0,i4;"hi9h score;" 
;HS 

17 PRINT AT 1,14; m jN« 

18 PRINT AT 2,l4>"a9e=";AG 

22 PRINT AT 5/7;"INSTRUCTIONS? 
< Y/N >" 

23 INPUT I* 

24 IF IS«"N" THEN GOTO 108 

25 IF I*-"Y" THEN GOTO 30 

30 PRINT AT 5,7;"instruction* 

M 

33 PRINT iI "YOU ARE TRYING TO 
BREAK INTO A SPECIAL BANK WHICH 

CONTAINS OVER£100< 000,000.YOU W 
ILL HAVE TO " 

34 PRINT "OVERCOME MANY DANGER 
S ON YOUR WAY TO THE VAULT.DUR 
INC THE GAMEYOU GAIN AND LOSE PO 
INTS. " 

3b PRINT "YOU ARE REPRESENTED 
BY AN ""0"”" 

40 PRINT "IF YOU COMPLETE A TA 
SK SUCCESSFULLY YOU WIL 

L CHANGE TO AN <<io>>,IF NOT YOU 
WILL CHANGE TO AN «!*>>." 

80 PRINT /,"PRESS N/L TO CONTI 
NUE" 

90 IF INKEY*-"" THEN GOTO 90 

108 CLS 

109 LET A-INT <RND*3)+1 

110 PRINT "Phasell!" 


120 PRINT "THERE ARE 3 PASSAGE* 
WHICH LEAD TO THE VAULT.1 OF TH 
E PASSAGES HAS AN ALARM" 

140 PRINT "TYPE IN WHICH PASSAG 
E (1 TO 3)" 

150 INPUT C 
170 PRINT 

180 PRINT AT 7,0;"<0*99'i&P zP■ 
ISP'2*99’1SP SP•isP 2*99’ISP SP’ 
ISP'11*99 >" 

162 FOR F-l TO 7 

184 PRINT "<8*9h : isP•sP•isP ’2*9 
h’isP sP'isP'2*9hisp sp•isp• 11* 
9h>" 

185 NEXT F 

186 PRINT AT lS,0;"<8*9f isp sp 
■isp 1 2*9f : isp sp isP : 2*9f 'isp sP 
•isP «ll*9f>" 

190 IF C-l THEN LET Y-9 
200 IF C-2 THEN LET Y-14 
210 IF C-3 THEN LET Y-19 
220 LET X-6 
230 PRINT AT X,Y;" " 

240 LET X-X+l 
250 IF X-15 THEN GOTO 300 
255 IF X-10 AND C-A THEN GOTO 3 
50 

260 PRINT AT X,Y;"0“ 

270 GOTO 230 

300 PRINT AT X,Y;“<io>" 

302 PRUSE 75 
305. CLS 

306 LET Q-INT <RND*30)+10 
308 PRINT "YOU HAVE ELUDED THE 
ALARM AND " 

310 PRINT "HAVE GAINED M ;O*100 
POINTS" 

330 GOTO 400 

350 PRINT AT X,Y;"<i*>“ 

352 PAUSE 75 

354 CLS 

355 PRINT “YOU HAVE BEEN ARREST 
ED BY A" 

360 PRINT "POLICEMAN.YOU LOSE 5 


00 POINTS AFTER BRIBING HIM" 
365 LET S-S-500 
368 PRINT ,,"score ";S 
370 PRINT ,,"PRESS N/L TO TRY A 
GAIN" 

380 IF INKEY*-"" THEN GOTO 380 

390 GOTO 105 

400 LET S-S+< 0*100 > 

405 PRINT ,,"score ";S 
410 PRINT ,,"PRESS N/L TO CONTI 
NUE" 

420 IF INKEY*-"“ THEN GOTO 420 
430 CLS 

440 PRINT "Phase 2" 

450 LET Z-INT <RND*6>+1 

455 PRINT ,,"YOU HAVE FOUND A K 
EY RND MUST PUT IT INTO 1 OF T 
HE DOORS < < id ) >. USE THE CURSOR 
KEYS TO MOVE AROUND" 

456 PRINT ,,“PRESS N/L TO CONTI 
NUE“ 

457 IF INKEY*-"" THEN GOTO 457 

458 CLS 

459 LET L-6 

460 LET C-4 

461 LET X-INT <RND*5> 

462 LET Y-INT <RND*5> 

464 PRINT AT X,Y>"<id>" 

470 LET A-INT <RND*5> 

472 LET B-INT <RND*b> 

474 PRINT AT A,B;"<id>" 

475 PRINT AT L,C>" " 

477 LET L-L+< INKEY**"6'* >-< INKEY 
•-"7"> 

478 LET C-C+< INKEY*-"8" INKEY 

*-"5" > 

480 IF L-X AND C-Y THEN GOTO 5b 

0 

485 IF L-A AND C-B THEN GOTO 57 

0 

490 PRINT AT L,C;"G" 

500 GOTO 475 

550 PRINT AT L,C;"<io>" 

555 PAUSE 75 


SINCLAIR PROGRAMS January 1984 


39 






556 CLS 

560 PRINT "WELL DONE YOU CHOSE 
THE CORRECT DOOR AND CAN CONTINU 
E TO THE NEXT PHASE" 

562 PRINT "YOU HAVE SCORED ";<Z 
*Z*100>;" POINTS" 

563 LET S-S-K Z*Z*100> 

564 PRINT ,."score "jS 

565 PRINT ,,"PRESS N/L TO CONTI 
NUE" 

566 IF INKEY*-"" THEN GOTO 566 

567 CLS 

566 GOTO 600 

570 PRINT AT L,C;"<i*>" 

575 PAUSE 75 

576 CLS 

578 PRINT "HARD LUCK.YOU CHOSE 
THE WRONG DOOR AND HAVE FALLEN 
INTO A PIT YOU LOSE 50O POINTS 
CLIMBING OUT" 

380 LET S-S-500 

581 PRINT ,."score ";S 

582 PRINT ,,"PRESS N/L TO TRY A 
GAIN" 

584 IF INKEY*-"" THEN GOTO 504 

586 CLS 

590 GOTO 439 

600 PRINT "Phase 3" 

610 PRINT .."YOU HAVE TO WALK A 
LONG A PLANK BECAUSE OF THE GUA 
RD DOGS BELOW 8E CAREFUL.SOME OF 
THE PLANK IS ROTTEN" 

612 PRINT "THERE IS A CROWBAR < 
+> AT THE END OF THE PLANK.IF 
YOU HIT IT YOU WILL GAIN POINTS 


615 PRINT "USE " U W"“ TO WALK AN 
D ""J"" TO JUMP" 

629 PRINT .."PRESS N/L TO CONTI 
NUE" 

630 IF INKEY*— M " THEN GOTO 630 
640 CLS 

700 LET L-4 
70S LET C«0 

710 PRINT AT 5.0; H <e7-2*sP '2*9? 
! sP 97 1 SP : 2*97 ' 4 *sP 97 -2*SP- 2*97 
>" 

712 PRINT AT 12,G;"<l9*9a >" 

715 PRINT AT 4, 17; " + " 

720 PRINT AT L.C;" " 

730 IF INKEY*-"W" THEN LET C-C+ 

1 

735 IF L-4 AND C-l OR L-4 AND C 
-2 OR L-4 AND C-3 OR L-4 AND C-7 
OR L-4 AND C-10 OR L-4 AND Oil 
OR L-4 AND C-l2 OR L-4 AND C-13 
OR L-4 AND C-15 OR L-4 AND 016 
THEN GOSUB 900 

737 IF INKEY*-"J" AND L-L+l AND 

C-C+l THEN GOTO e50 

740 IF INKEY*-"J" THEN GOSUB 95 

0 

745 IF INKEY*< >"J" AND L<4 THEN 
GOSUB 1000 

747 IF INKEY*-"J" AND L-L+l AND 
C-C+l THEN GOTO 850 
750 PRINT AT L,C;"U" 

760 IF L-4 AND G-18 THEN GOTO 1 
200 

765 IF 019 THEN GOTO 802 

766 IF 0-18 AND L<>4 THEN GOTO 
802 

770 IF C-l9 AND L-4 THEN GOTO 1 
500 

775 LET Z-INT <RND*20>+1 
780 IF L-4 AND C-l7 THEN LET S- 
S+< Z*20 > 

800 GOTO 720 

802 PRINT AT L.C;"<l*>" 

803 PAUSE 100 

804 CLS 

805 PRINT "YOU HAVE JUMPED OUT 
OF THE BANK" 

810 PRINT "YOU LOSE 1000 POINTS 

812 LET S-S-1000 
814 PRINT ,,"score ";S 
015 PRINT ,,"PRESS N/L TO TRY A 
GAIN." 

e20 IF INKEY*-"" THEN GOTO 820 

825 CLS 

030 GOTO 700 

850 PRINT AT L,C;"<i*>" 

853 PAUSE 75 
860 CLS 


862 PRINT "YOU CHEATED.THE 2X81 
DOES NOT LIKE CHEATS." 

865 PRINT score ";S 

866 PAUSE 120 

867 IF S<HS AND W<PL THEN GuTQ 
890 

668 IF S>HS THEN GOTO 4005 

890 PRINT ,,"PRESS N/L FOR NEXT 

PLAYER" 

e9l IF INKEY*-"" THEN GOTO 891 

892 CLS 

893 NEXT W 

894 GOTO 8 

910 PRINT AT L.C;" " 

915 PRINT AT 11 ,C; "< l* 

916 PAUSE 75 

917 CLS 

920 PRINT "A HUNGRY ALSATIAN GU 
ARD DOG HAS ATTACKED YOU AND GOB 
BLED YOU UP" 

922 PRINT ,."score “;S 

923 PAUSE 150 

925 IF S>HS THEN GOTO 4005 

926 IF W-PL THEN GOTO 6000 
93© IF S<HS AND W<PL THEN GOTO 

934 

934 PRINT PRESS N/L FOR NEXT 
PLAYER" 

935 IF INKEY*-"" THEN GOTO 935 
940 CLS 

942 NEXT U 
945 GOTO 8 
950 LET L-L-l 
960 LET C-C+l 
980 GOTO 720 

1000 LET L-L+l 

1001 LET C-C+l 

1002 IF INKEY*-"J" THEN GOTO 850 
1005 IF L>-4 THEN LET L-4 

1130 RETURN 
1200 PRINT 

1205 PRINT AT 5,l8;“<9h>" 

1206 PRINT AT 5,19;" C8*9h>" 

1210 PRINT AT 6,18;"< 9h) <8*9h>" 
1220 PRINT AT 7,l8;"<9h) <8*9h>" 
1230 PRINT AT 8,18;"<9h> <8*9h>" 
1240 PRINT AT 9,18;"<9h> <8*9h>" 

1259 PRINT AT 10,l6;"<9f> 

•I 

1260 PRINT AT 11,18; "<90 

1270 PRINT AT 12,18;"<10*9f>" 

1280 GOTO 720 

1500 PRINT AT 4,19;" " 

1505 LET L-ll 

1506 LET C-l9 

1510 PRINT AT L.C;" " 

1511 LET C-C+l 

1512 IF C-27 THEN GOTO 1515 

1513 PRINT AT L,C;"0" 

1514 GOTO 1507 

1515 PRINT AT L,C;"<io>" 

1520 PAUSE 150 

1530 CLS 

1535 LET X-INT <RND*10O>+1 
1540 PRINT "WELL DONE.YOU HAVE G 
AINED ";X*100;" POINTS FOR FIND 
ING THE CORRIDOR" 

1550 LET S«S+<X*100> 

1560 PRINT ,,"score ";S 

1600 PRINT PRESS N/L TU CONTI 

NUE" 

1610 IF INKEY*-"" THEN GOTO 1610 
1620 CLS 

1700 PRINT "Phase 
1720 PRINT ,,"THERE IS A STEEL D 
OCR IN THE CORRIDOR.YOU MUST 

INPUT THE AMOUNT OF EXPLOSIV 

ES TO BE USED" 

1725 PRINT “<1 OR 2> TONS." 

1730 PRINT ,,"PRESS N/L TO CONTI 
NUE" 

1735 IF INKEY*-"" THEN GOTO 1735 
1740 CLS 

1745 PRINT AT 5,0;"<32*9h>" 

1750 PRINT AT 8,0."<32*9h>" 

1755 LET L-7 

1756 LET C-l4 

1760 PRINT AT L.C;"0" 

1770 PRINT AT 6,15; “< isP >" 

1780 PRINT AT 7,15; "<isP>" 

1800 LET V-INT < RND*2 >+l 
1810 INPUT I 

1020 IF IOV AND V-l THEN GOTO 1 
850 


1825 IF IOV AND V-2 THEN GOTO 1 
680 

1840 IF I-V THEN GOTO 1950 

1850 PRINT AT L,C;"0*Y 

1051 PRINT AT 6,15;" ";AT 7,15;" 

M 

1055 PAUSE 100 
1858 CLS 

1860 PRINT "TOO MUCH EXPLOSIVE.Y 
OU HAVE BLOWN YOURSELF UP" 

1862 PRINT ,,"score ";S 

1863 PAUSE 120 

1865 IF S>HS THEN GOTO 4005 

1866 IF S<HS AND W<PL THEN GOTO 
1869 

1867 IF W-PL THEN GOTO 6800 

1869 PRINT "PRESS N/L FOR NEXT P 
LAYER" 

1870 IF INKEY*-"" THEN GOTO ie70 
1872 NEXT W 

1875 CLS 
1878 GOTO 8 
1980 PAUSE 100 

1885 CLS 

1886 LET Q-INT <RND*20>+1 

1888 PRINT "NOT ENOUGH EXPLOSIVE 

.YOU LOSE ";Q*100;" POINTS" 

1889 LET S-S-< G*100) 

1890 PRINT ,,"score ";S 

1893 PRINT ,, "PRESS N/L TU Tf?Y A 
GAIN" 

1895 IF INKEY*-"" THEN GOTO 1893 

1696 CLS 

I960 GOTO 1740 

1950 PRINT AT 6,15;" " 

1960 PRINT AT 7,15;" " 

1965 PRINT AT L.C;" " 

1970 LET C-C+l 

1980 PRINT AT L,C;"0" 

1990 IF C-31 THEN GOTO 1995 

1992 GOTO 1965 

1995 PRINT AT L,C;"<iO>" 

2000 PAUSE 75 
2003 CLS 

2010 PRINT "WELL DUNE.YOU HAVE G 
OT THROUGH THE STEEL DOOR AND H 
AVE GAINED 2000 POINTS" 

2015 LET S-S+2000 

2020 PRINT ,,"scoreL";S 

2030 PRINT ,,"PRESS N/L TO CONTI 

NUE" 

2040 IF INKEY*-"" THEN GOTO 2040 
2050 CLS 

2100 PRINT "Phase 5" 

2110 PRINT ,,"YOU ARE IN A LARGE 
ROOM AND THE FLOOR WILL BECOME 
ELECTRIFIED" 

2120 PRINT "AFTER 100 SECONDS.YO 
U MUST FIND THE HIDDEN SWITCH BE 
FURE" 

2130 PRINT "YOUR TIME RUNS OUT" 

2132 PRINT "IF YOU TURN IT OFF 1 
N TIME A CORRIDOR IS PRINTED" 

2133 PRINT "IF YOUR TIME RUNS OU 
T THE SWITCHIS PRINTED" 

2133 PRINT “USE THE CURSOR KEYS 
TO MOVE AROUND" 

2140 PRINT ,,"PRESS N/L TO CONTI 
NUE" 

2150 IF INKEY*-"" THEN GOTO 2158 

2160 CLS 

2175 LET T-100 

2194 LET L-7 

2196 LET C-0 

2200 PRINT AT 5,0;"<7*9h-10*sP■9 
h>" 

2210 PRINT AT 8,0;"<7*9h*10 *sP 9 

h>" 

:220 PRINT AT 4,6; "< 9h 10*aP 1 9h> 

t 

2230 PRINT AT 3,6;"<9h 10*sP•9h> 

2235 PRINT AT 6,6;"<1l*sP•9h>" 
2240 PRINT AT 2,6;"<9h■10*sP 9h> 
* 

2245 PRINT AT 7,6;"<1l*sP■9h>" 
2250 PRINT AT 1,6;"<9h>10*sP 9h> 

M 

2260 PRINT AT 0,6;"<I2*9h>" 

2270 PRINT AT 9,6;"<9h^10*sP■9h> 

M 

22G0 PRINT AT 10,6;"<9h-10*sP-9h 
2290 PRINT AT 11,6;"<9h•10*sP■9h 


40 


SINCLAIR PROGRAMS January 1984 



2300 PRINT FIT 12,6; "< 9h 10*sP 9h 

>" 

2310 PRINT AT 13,6;"<9h■10*sP-9h 

>" 

2320 PRINT AT 14,6; "< 12*9h>" 

2325 LET X-1NT <RND*12>+1 

2326 LET Y-INT <RND*9>+7 
2330 PRINT AT L,C;" “ 

2333 PRINT AT X,Y;"-" 

2335 LET T-T-l 

2340 LET L-L+<1NKEY*«"6">-<INKEY 
*-"?"> 

2350 LET C-C-K INKEY*-"8 M )-< INKEY 
*•"5" > 

2355 IF L<-0 THEN LET L-l 

2356 IF L>-14 THEN LET L-13 
235? IF 0-17 THEN LET C-16 
2350 IF L< >7 AND C<-6 THEN LET C 

-7 

2360 IF L-X AND OY THEN GOTO 25 
00 

2365 IF 06 THEN PRINT AT 6,6; "< 
9h >"; AT 7,6; "< 9h >" 

2370 IF T— 1 THEN GOTO 2600 
2380 PRINT AT L,C;"Q" 

2390 PRINT AT 0,22;"time ";T;" " 
2400 GOTO 2330 

2500 PRINT AT L,C;" " 

2501 PRINT AT 14,8;" 

2502 PRINT AT 15,7;"<9h 3*sP■9h ; 

2503 PRINT AT 16,7; ’’<9h 3*sP «9h > 

II 

2504 PRINT AT 17,7;"<9h 3*sP-9h> 

II 

2505 PRINT AT 18,7;"<9h*3*sP«9h) 

fl 

2506 PRINT AT 19,?;”<9h 3*sP'9h> 

II 

2507 PRINT AT 20,7;"<9h-3*sP•9h> 

M 

2508 LET L=15 

2509 LET C-8 

2510 PRINT AT L,C;" " 

2511 LET L-L+l 

2512 IF L-20 THEN GOTO 2515 

2513 PRINT AT L,G;"0" 

2514 GOTO 2510 

2515 PRINT AT L,C;"<io>" 

2513 PAUSE 120 

2520 CLS 

2530 PRINT "YOU TURNED OFF THE S 
WITCH IN TIME.YOU SCORED ";T* 
100;" POINTS" 

2535 LET S-S+<T*100) 

2540 PRINT ,,"scor* ";S 

2550 PRINT ,,"PRESS N/L TO CONTI 

NUE" 

2560 IF INKEY*-"" THEN GOTO 2560 

2565 CLS 

2570 GOTO 2700 

2600 PRINT AT L,C;"<x*>" 

2605 PRINT AT X,Y;"-" 

2610 PAUSE 100 
2620 CLS 

2630 PRINT "YOU HAVE BEEN ELECTR 
IFIED." 

2640 PRINT ,,"score “;S 
2642 PAUSE 120 

2645 IF S>HS THEN GOSUB 4005 
2650 IF S<HS AND U<PL THEN GOTO 
2659 

2655 IF U-PL THEN GOTO 6000 

2659 PRINT ,,"PRESS N/L FOR NEXT 
PLAYER" 

2660 IF INKEY*-"" THEN GOTO 2660 
2670 CLS 

2672 NEXT U 
2680 GOTO 8 
2700 PRINT "Phase 6" 

2710 PRINT ,,"YOU HAVE FINALLY R 
EACHED THE VAULT.THE COMBINAT 
ION WILL BE PRINTED FOR A FEU" 
2720 PRINT "SECONDS.YOU MUST REM 
EMBER IT ANDTYPE IT IN WHEN YOU 
ARE TOLD" 

2725 PRINT "IF YOU INPUT THE URO 
NG COMBINATION THE CORR 

ECT ONE WILLBE PRINTED" 

2730 PRINT "GOOD LUCK." 


2740 PRINT ,,-PRESS N/L TO CONTI 
NUE" 

2750 IF INKEY *-"" THEN GOTO 2750 

2760 CLS 

2770 LET L-15 

2780 LET C-9 

2790 PRINT AT L,C; M - 

2800 PRINT AT 16,6; "<9Jv5**P 9h> 

tt 

2801 PRINT AT ll,6;"<9h 5*sP 9h> 

•I 

2882 PRINT AT 12,6;"<9h 5*aP 9h> 
•• 

2803 PRINT AT 13,6;"<9h 5*sP 9h> 
2304 PRINT AT 14,6;"<9h•5*sP•9h> 

99 

2805 PRINT AT 15,6; "< 9h 5W 9h > 

If 

2810 PRINT AT l6,6;"<9h 5*xsP 9h 

>“ 

2811 PRINT AT 17,6;"C9h -5*sP 9h> 

* 

2812 PRINT AT 18,6;"<9h btsP -9h> 

99 

2813 PRINT AT I9,6;"<9h 5*sP 9h> 

•I 

2814 PRINT AT 20,6;“<9h • 5*sP 9h) 

M 

2820 PRINT AT L,C;"0 M 

3000 LET M-INT < RND*21000)+10000 

3010 PRINT AT 17,7;M 

3020 PAUSE 25 

3025 PRINT AT 17,7;** 

3027 PRINT AT 0,0;"TYPE IN COMBI 
NATION" 

3028 PAUSE 75 

3029 PRINT AT 0,0;" 

99 

3030 INPUT T 

3040 IF T-M THEN GOTO 3500 
3050 IF TOM THEN GOTO 3750 
3500 PRINT AT 16,8;" 

3510 PRINT AT L,C;“ " 

3520 LET L-L+l 

3530 IF L-20 THEN GOTO 3545 

3535 PRINT AT L,C; n O" 

3540 GOTO 3510 

3545 PRINT AT L,C;"tio>" 

3546 PAUSE 100 

3550 CLS 

3551 FOR F-l TO 21 

3552 PRINT "<32*i£>" 

3553 NEXT F 

3554 PAUSE 100 

3555 CLS 

3558 LET K-INT <RND*5O0>+100 
3560 PRINT "WELL DONE.YOU HAVE 0 
PENED THE VAULT AND ARE A VERY 
RICH PERSON" 

3565 PRINT "YOU SCORED ";K*100;" 
POINTS" 

3570 LET S«S+<K*100> 

3575 PRINT score ";S 
3578 PAUSE 100 
3580 IF S>HS THEN GOTO 4805 
3585 IF S<HS THEN PRINT ,,"PRESS 
N/L FOR ANOTHER GO." 

3590 IF INKEY*-"" THEN GOTO 3590 
3595 CLS 
3600 GOTO 5 

3750 PRINT AT L,Ci"<X*>" 

3770 PRINT AT 15,7;"->";AT 15,10 

; "<*" 

3780 PRINT AT 17,7;M 
3790 PAUSE 150 
3800 CLS 

3810 PRINT "YOU HAVE BEEN STABBE 
D BY TWO PIKES.WHAT A PITY YO 
U WERE" 

3820 PRINT "SO CLOSE TO THE £108 
, 000 , 000 ." 

3830 PRINT "NEVER MIND." 

3840 PRINT ,,"score “;S 

3841 PAUSE 150 

3842 IF S<HS AND U<PL THEN GOTO 
3850 

3844 IF S>HS THEN GOTO 4005 
3846 IF W-PL THEN GOTO 6000 


3850 PRINT PRESS N/L FOR NEXT 
PLAYER" 

3860 IF INKEY*-"" THEN GOTO 3860 
3870 CLS 
3872 NEXT U 
3880 GOTO 8 

4005 CLS 

4006 IF S>HS THEN LET HS-S 

4008 PRINT "YOU HAVE THE HIGH SC 
ORE" 

4010 PRINT "INPUT NAME <1 TO 12 
LETTERS >" 

4015 INPUT N* 

4020 IF LEN N*>12 THEN GOTO 4005 

4025 IF LEN N*<«12 THEN GOTO 402 
6 

4026 PRINT ,,N* 

402? PRINT ,,"INPUT AGE" 

4028 INPUT AG 

4029 PRINT ,,AG 

4031 PRINT ,,"0K? <Y/N)" 

4032 PAUSE 20 

4033 INPUT I* 

4034 IF I#-"Y" THEN GOTO 4036 

4035 IF I*-"N" THEN GOTO 4005 

4036 IF W<PL THEN GOTO 4040 
403? IF W-PL THEN GOTO 6000 
4040 PRINT ,,"PRESS N/L FOR NEXT 

PLAYER" 

4045 IF INKEY*-"" THEN GOTO 4045 
4050 CLS 
4052 NEXT W 
4055 GOTO 8 

580B PRINT AT 0,4;"<4*isP-3*sP 4 
*i*P 3*sP 4*xsP'3*sP '3*isP >" 

5010 PRINT AT 1,4,"cisP• 6*sP•isP 
2*sP xsP 3*sP * isp 2*sP • isP -4*sP 
■ ISP v 

5020 PRINT AT 2,4;■•<2*isP»5*sP*i 
sP -2*sP ■ isP • 3*sp 4*xsP 4*sP - isp > 

M 

5030 PRINT AT 3,4;"<isP•6*sP•isP 
•2*sP isP 3*sP•isP-sP•isP'5 *sp *l 
sP >■ 

5040 PRINT AT 4,4; *'< isP • 6*sP 4*x 
sp 3*sP■isP -sP ' isP '5*sp’ isP >" 
5050 PRINT AT 7,2; '•< isP ■ 2*sP - isP 
>4tsP xsP'3*sP • isP ! 3*sP ■ 4VxsP '3# 
sP • isP -3*sP -• isP )" 

5060 PRINT AT 8,2;"<isP sP'xsP-5 
*sP 2 * xsP•2*sP-isP-3*sP'isP-2*sP 
! isP'4*sP•isP sp• isP >" 

5070 PRINT AT 9,2; *'< 2*xsP ' 6*sP ' l 
sP• sp• isP ! sP *isP 3*sP•isP•2*sP sl 
sP•5*SP•isP y 

5080 PRINT AT 10,2;"<isP sp< isP• 
5*sP■xsP'2 *sp' 2*xsP'3*sP•isP’2*s 
P ■ xsP 4#sP • XSP ' SP ' xsP )" 

5090 PRINT AT 11,2;"<isP•2*aP•xs 
P 4*aP-isP'3*sP•xsP 1 3*sP 1 4#xsP 1 3 
*sP isP' 3*SP « xsP y 

5100 PRINT AT 14,9;"<3*xsP ■ 2*sP * 
3*isP y 

5101 PRINT AT 15,9;"<sP'xsP '4*sP 

• xsP >■ 

5102 PRINT AT 16,9;"<sP'xsP>4*sP 

• XSP >" 

5103 PRINT AT 17,9;"<sP•isP■4*sP 
! x sp >- 

5104 PRINT AT 18,9;"<3*isP=2*sP• 
3*xsP >" 

5106 FOR F-l TO 3 

5107 PRINT " BOLDIE SOFT 

WARE 

5108 NEXT F 

5109 PAUSE 150 

5110 CLS 
5150 RETURN 
6000 CLS 

6010 PRINT "WELL DONE ";N* 

6011 PRINT " YOU SCORE 

D THE MOST POINTS AND HAVE WON 
THE GAME." 

6012 PRINT "YOU SCORED ";H3 
6020 PRINT ,,"PRESS N/L TO HAVE 
ANOTHER GO" 

6030 IF INKEY*-"" THEN GOTO 6030 
6040 CLS 
6050 GOTO 5 


SINCLAIR PROGRAMS January 1984 


41 




M OVE YOUR CAR along ihe 
road, steering left with 8 and 
right with 0. Do not crash into 
the side of the road or you will lose one 
of your two lives. Run over bags of 
money to gain extra points. A change in 
the colour of the road will be heralded 
by a small bleeping sound and each time 
the road colour changes it will also 
become narrower. 

Driver was written for the 16K 
Spectrum by Colin Bird of Blackpool, 
Lancashire. 


1 RfcM "DRIVER" by LUl N BIRD 

3 PAPER O' CuRDER O INK ? 

4 LET t-2 CO 'Slit .?3U CO SUL 

sou 

3 LET r*-"bb_ bb" 

6 LET jl-J 

7 LET s-0 

10 ruR n-0 TO 20' PRINT "C32*i 
9 fe..v NEXT n- PRiNT ■ ’hhbhht.c njfi 
a.8>hbhbbbbbbbbfobbbb" 

-0 LEI ri-3 
30 TOR 9-0 TO LOO 
40 LET s-s+t 

SO IF RND>.3 THEN PRINT flT !NT 
120. INT < RNDT30 >; INK. 7; INVERSE 
1 ; "h" 

60 IF RND>.0 1HLN PRINT NT I NT 
20,ri+lNT < RND*4 INK 6; iNVLR 
SE 1; M c" 

70 IF 9M00 THEN BEEP .1,1 BE 
HP .1,2 DEEP .1,3 BEEP . 1,1 • I 
Nk 6■ LET r~S-"bb bb" 

00 IF 9-250 THEN BEEP .1.1 f;E 
EP .1,2 BEEP .1,2 BEEP .l, l 0 
INK 3- LET r*-"hb bb" 

90 IF 9-400 THEN BEEP .1,-10 
BEEP .1,-3- BEEP .1,-6 BEEP .l. 
-10« INK 6‘ l.EI r*— "bb bb" 

100 IF 9-550 THEN BEEP .1,0 BE 
Er .1,-10 BEEP .1,0 BEEP .1,-1 
0 INK S' LET r*-"2ib. bb " 

110 IF 9-7O0 THEN BEEP .1,0 BE 
EP .1,10 BEEP .1,-10 BEEP . 1,- 
10 INK S' LET rS="bb bb" 

120 LET lNkEY*-"0" «-C INKEY 

$?; "J?" > 

130 BEEP .003,0- BLIP .002,1 

140 PUKE 32692,333 

130 PRINT AT 21,31;" " 

160 IF rl>-10 THEN LET rl-lO 
i 70 IF rl<M THEN LET rl~l 
100 PRINT NT 21, r 1; IWER 2: IN 

VERSE l > r* 

130 PRINT AT 0,j- INVERSE 1;"3" 
2O0 LET r1=r1+iNT <RND*3> LET 
r-i-rl—INT <RHD*3> 

210 IT HTTP MO.3 -6 THEN BEEP 
.2,10- BEEP .1,-10 BEEP . 1 , 0 - L 
ET s-s*30 PRINT NT lO,a; M «" 

220 IF SCREEN* < 10-3.V.''" " THEN 
CO SUB 230 

230 NEXT 9- CLS FUR n-0 TO 10 
BEEP .1,1 NT <RNtv*60 > NEXT vr 
CU TO !0 
240 STOP 

230 LET 1=1-1- FOR n-0 TO 3- BE 
EP .2,-10- PRINT AT 10,3, FLASH 
1;"b"• BEEP .2,-1 PRINT-AT 10 ,3 
; FLASH l; "a’ 1 ’ NEXT « 

260 IF IM THEN CO SUB 290 NEX 
T 9 

270 IF l<-0 THEN CLS * BEEP .61 
,—10 1 PRINT AT 10,lo;"NO LIVES L 
EFT";AT 13,10;"SCORE- - PRINT 
AT 21,0; FLASH 1; "ANY KEY T(J CO 
NTINUB"- IF INKEYS-"" THEN PAUSE 
O- PAUSE 10- RON 
2O0 LET rl-5- INK 7 FOR r»-0 TO 
20 : PRINT "< 02 * 193 > H NEXT n P 
PINT "bbhbbtk 1 0* lo^bbbbbbbbbbbb 

bbbb " - 

290 RETURN 

SOU FOR t'-0 TO 1 

OlO FOR n-4 TO 7 INK n 

320 BEEP . 02, n+ri 

530 PRINT AT O,13;"DRIVER";AT ’ 

, 12 ; "ccrccccr" 

340 PRINT You Must drive 3 

l<vn9 the road for as lonO as P 
ossible without hittin9 the r.>rK 
s < b >, a nd a I so cc 11 gc.1 i n9 the b 
39s of mov.es for extra Point's 

M 

350 PRINT Vo., bsve ov.l^ 2 li 
ves" 

360 PRINT ’' FLASH 1 "KEY- ri 
ASH 0;" '3' is left,"'" '0' is r 

i9ht." 

370 NEXT V NEXT f 

3S0 PRINT AT .-*1.10; FLASH 1; "AN 


Y KEY TO START" IF INKEY*-"" TH 
EN CO TO 330 
385 CLS - RETURN 
290 POP 1-1 TO ? READ a* TOP 
n-’i TO 7 READ a POKE USR 3*+v., 

3 NEXT r. NEXT 4 
400 CLS - RETURN 

410 DATA " a ', 44. 1 13. 22*3, 247,239 
,247,110,32,"b".14,126,94,127.73 
2 .127 90 , CO • " r " 126 . 0 , 0 , 1 ' V :, 21 9. 1 

4 ;,223.19b,126 

426 CLS • PRINT AT 10.10. FLASH 
l; "STOP THE TAPE" • PAUSF 200 R 
IJK 

300 SAVE "DRIVER" LINL 420 


12 


SINCLAIR PROGRAMS September 1983 







> 





C ONSTELLATIONS is an edu- six constellations on the screen and of north London. All asterisks in the 

cational program for the 16K could be modified to include many program should be entered in the in- 
ZX-81. It will display any one of more. It was written by Zoe O’Sullivan verse mode. 


10 

PRINT "SOME STAR 

MAPS" 


"*";AT 11,12;"*";AT 10,10;"*";RT 

20 

PRINT 



7,15; "t ";AT 5,17;"*";RT 4,20;"* 

30 

PRINT "1=THE PLOUGH" 


ii 

31 

PRINT "2=0ASSIOPEIA " 


160 PRINT TAB 1;"URSA MINOR" 

32 

PRINT "3=URSA MINOR" 


170 STOP 

33 

PRINT "4=*CEPHEU3 1 

1 


120 GOSUB 1-000 

24 

PRINT -^BOOTES- 



190* PRINT AT 2,8;"*";AT 12,14;" 

3b 

PRINT "6=*LE0" 



*";AT 4,17;"*";AT 8,22;"*";AT 11 

40 

INPUT R 



,21;"*";AT 14,20;"*";AT 15,20;"* 

45 

PAUSE 150 



-;AT i5,19;"*" 

46 

CLS 



200 PRINT TAB 1;"CEPHEU3" 

50 

IF fi*l THEN GOTO 

60 


210 STOP 

51 

IF A=2 THEN GOTO 

100 


220 GOSUB 1000 

52 

IF B=3 THEN GOTO 

140 


230 PRINT AT 3,10;"*";AT 4,14;" 

53 

IF A=4 THEN GOTO 

180 


*-;AT 13,12;"*";AT 9,6;"*";AT 19 

54 

IF fl=5 THEN GOTO 

220 


15;"*";AT 3,19;"*";AT 13,23;"*" 

55 

IF A=6 THEN GOTO 

260 


24fi PRINT TAB 1;"BOOTES" 

60 

GOSUB 100© 



250 STOP 

70 

PRINT AT 13,6;"*' 

1 ;AT 10, 

10; 

266 GOSUB 1000 

"*";AT 10,13;"*";AT 10, 13; "*" 

; AT 

270 PRINT AT 12,6;"*";AT 11,10; 

13,21; "*" ; AT 10, 2V: "*" ; AT 6, 

26; 

"*";RT 7,10;;AT 13,20;"*";RT 

•'*" 




16,16;"*";AT 15,22;"*";AT 10,20; 

00 

PRINT TAB 1;"THE 

PLOUGH- 


"*";RT 3,17;"*";AT 5,17;"*";AT 2 

90 

STOP 



,21;"*";AT 4,2;"*" 

100 

GOSUB 1000 



280 PRINT TAB 1;"LEO" 

1 10 

PRINT AT 4,10;"*' 

';AT 8,11 j - 

298 STOP 

*";AT 9, 14;"*";RT 13, 

15; "*";flT 1 

) 0G0 FOR N-1 TO 22 

2, 19. 

; "*" 



10O5 FAST 

120 

PR I NT TAB 1; " CASS I OPE IA 11 


1010 PRINT 

1890 NEXT N 

130 

STOP 



140 

GOSUB 1000 



1025 SLOB 

150 

PRINT AT 15,9;"* 1 

";AT 15, 

12; 

1030 RETURN 



24 


SINCLAIR PROGRAMS November 1983 







Y OU ARE pursued by three deter¬ 
mined ghosts whose single aim in 
death is to catch and kill you. 
Move around the screen with the usual 
cursor keys, avoiding your trail, the 
walls, and splurge patches. If necessary, 
use key “0” to go into hyperspace. 

Chaser was written by Andrew Dol- 
lochan for the 16K ZX-81. 


1 LET HS-© 

3 LET T=0 

4 GU5UB 20UO 
3 LET L«3 

C CLS 

7 GOSUB 4&0 

e cosub =.oo 

9 LET 3=0 
10 LET X=10 
20 LET 0=13 
30 PRINT AT X,A; 

41 IF PEEK < PEEK 16398+256*PEE 
K 16399>136 THEN GOTO 140 

42 IF PEEK < PEEK 16398+256*PEE 
K 16339>=128 THEN GOTO 140 

43 IF PEEK < PEEK 16333+256*PEE 
K 16399)-13 THEN COSUB 371 

44 IF PEEK <PEEK 16338+256*PEE 
K 16399>178 THEN C0SU8 14u 

45 PRINT 

4? LET T-T+l 

48 IF INKEYS="0" OR INEEYS-" 1 " 
THEN GOSUB 921 

49 IF INKEY*-"6" THEN GOSUB 60 


0 


0 


50 IF INKEY*’ 


n *7 i< 


THEN GOSUB 70 


O 


0 


60 IF INKEYS""8" THEN GOSUB SO 
70 IF INKEYS—"5" THEN GOSUB 30 

7“ PRINT AT Y/Zj" m" 

76 PRINT AT Y1.21;*«" 

77 PRINT AT Y2,Z2;"m" 

81 PRINT AT INT <RNDT19+1>,INT 
<RND*29+1 

121 LET Y*Y—< X<Y >+< X>Y > 

122 LET 2*2-< fl<2 >+< A>2) 

123 LET Y1«Y1-<X<Y1>+<X>Yl> 

124 LET 21 =21 -< A< 21 X A >21 > 

125 LET Y2~Y2-< X<Y2)+< X>Y2) 

126 LET 22=22-< A<22 >+C A>22 > 

130 GOTO 30 

140 LET L-L-l 
153 FUR B=6 TO 15 
160 PRINT AT X,A; 

180 PRINT AT X/A; "<Ov v- 
200 PRINT AT X,A>"<9t>" 

220 PRINT AT X, A; "<3* >■• 

230 NEXT B 

231 IF L<l THEN GOSUB 1800 
240 GOTO 6 

400 REM SET UP BOARD 
410 CLS 

420 PRIHT "<32»i-ep 

430 PRINT AT 21/0 - "<32*isf* •" 

440 FOR 2-0 TO 21 
450 PRINT AT 2,Q;"<isPV;flT 2,3 
1 ;"< isp >" 

460 NEXT 2 

461 PRINT AT RND*20,RND*30; 

462 PRINT AT RND*20,RNOT30 } "9" 

463 PRINT AT RNt‘t28,RND*30; "S" 

464 PRINT AT RND*20* RNDV3&; "S’* 

465 PRINT AT RND*20/RND*30;"t" 
470 RETURN 

50O LET Y=20 
310 LET 2=1 
520 LET Y1=20 
530 LET 21-30 
540 LET Y2=l 
550 LET 22-30 
560 RETURN 
60O LET X=X+1 

610 PRINT AT X-l.Ai"<i*P>" 

615 LET S-S+10 
620 RETURN 
7O0 LET X-X-l 

710 PRINT AT X+l/A;"<isP >" 





SINCLAIR PROGRAMS October 1983 











715 LET S«S*18 

720 RETURN _ . . _ 

990 LET fi=A+l 

610 PRINT RT X/fl-1 ;"<isp >" 

815 LET S=S+10 
820 RETURN 
900 LET R=R-1 

910 PRINT RT X,fi+1;"<isP>" 

915 LET S-S+10 

920 RETURN 

921 FOR F-0 TO 10 

920 PRINT RT X,R;-<i+>" 

931 FOR L-0 TO 2 

932 NEXT G 

933 PRINT RT X,R; 

934 NEXT F 

940 LET X-INT < RNDT19+I> 

950 LET R~INT <RND*29+l> 

959 PRINT RT X,A;" " 

960 PRINT RT X,A;"*" 

961 LET 8=3-20 

970 RETURN 

971 LET S-S+10O 

972 FOR R-0 TO 5 

973 PRINT RT X,fl; 

974 FOR B-0 TO 2 

975 NEXT e 

976 PRINT RT 

977 NEXT R 
979 RETURN 

1000 REN GflNE OVER 
1010 CLS 

1020 PRINT "YOUR SCORE WAS ";S 

1021 PRINT 

1022 PRINT "YOU LASTED ";T;" SEC 
ONDS" 

1030 PRINT 

1040 IF HS<S THEN LET HS=S 
1050 PRINT "THE HIGHEST SCORE IS 
"; HS 

1098 PRINT RT 15.0;"PRESS RNY KE 

Y TO PLAY" 

1180 FOR fi=0 TO 2 
1110 NEXT R 

1120 PRINT RT 15/0; "Press anv kc- 
y to Play" 

1130 FOR R=0 TO 2 
1140 NEXT R 

1150 IF INKEY*-"" THEN GOTO 1038 

1168 GOTO 5 

2008 REN INSTRUCTIONS 

2010 CLS 

2015 FOR T—0 TO 10 

2029 PRINT RT 0,13;"* CHASE *" 

2821 FOR N=0 TO 2 

2022 NEXT N 

2023 PRINT RT 0,13;" chase " 

2038 PRINT TAB 1;"PROGRAM BY ""R 
NDREW DOLLOCHRN.* 

2048 PRINT TRB 5;"AND ""IAN 1>UNL 
OP" " " 

2042 PRINT 

2065 PRINT 

2066 PRINT "YOU ARE PURSUED BY T 
HREE STUPID THOUGH DETERMINED GH 
OSTS WHOSE SINGLE RIM IN LIFE 0 
R SHOULD I SflY DEATH IS TO CflTC 
H AND KILL YOU.YOU ARC NOT ALLO 
WED TO HIT YOUR TRAIL <isP> THE 

WALLS <isP > SPLURDGE PATCHES < 
9h> BUT IF YOU HIT <*> THEN YOU 
GRIN POINTS." 

2O70 PRINT 

2880 PRINT "KEYS USED ARE ARROW 
KEYS." 

2098 PRINT "<5/6/7,G>" 

2100 PRINT "1 OR O IS HYPERSPACE 
•# 

2101 PRINT 

2102 PRINT "20 POINTS ARE TAKEN 
OFF IF YOU USE HYPERSPRCE. " 

2103 NEXT T 

2110 PRINT RT 21/0; "Press arty ke 
y to Play" 

2120 FOR R=0 TO 2 
2130 NEXT R 

21413 PRINT AT 21,0; "PRESS ANY KE 

Y TO PLAY" 

2150 FOR R-0 TO 2 
2160 NEXT R 

2170 IF INKEY*—THEN GOTO 2110 
2iS0 RETURN 


26 


SINCLAIR PROGRAMS October 1983 










Y OU ARE a helicopter pilot, try¬ 
ing to land on a ship in a stormy 
sea. Use cursor keys 5, 6, 7 and 8 
to land on the deck. Beware, though, 
the ship finds it difficult to maintain its 
position for long and is apt to move as 
you are descending on it. When you 
have made a successful landing your 
lime will be displayed. 

Sea Landing was written for the 
16K Spectrum by Georgea Saunders of 
Stockport, Cheshire. 


1 REM By Georgea Saunde 
=> BORDER 7: rUK 0: PUPf 


2020 LET S=INT (PND*20}+5 

204-5 PRINT INK 7;RT 9,b," J" 

2050 PRINT INK 2; fiT 10, b; 

• • 

20S0 RETURN 

5000 IF RTTR (X+1,U+U =4-2 THEN G 
O TO 5100 
5005 RETURN 
5IS0 PRINT PT 10 
5110 PRINT ST 21 
u n again" 

5120 IF INKEY*<> 

120 

5130 GO TO 10 
6000 REM Udg 
5015 POKE USR "o 
6020 POKE USR "3 
6025 POKE USR "3 
6030 POKE USR "3 
6035 POKE USR "3 
604-0 POKE USR "a 
6050 POKE USR "3 
6115 POKE USR "b 
6120 POKE USR "b 
6125 POKE USR "b 
5130 POKE USR "b 
6135 POKE USR "b 
S14-0 POKE USR "b 
614-5 POKE USR "b 
6150 POKE USR "h 
5210 POKE USR "C 
6215 POKE USR "C 
6220 POKE USR ** C 
5225 POKE USR "C 
5230 POKE USR "C 
6235 POKE USR "C 
624.0 POKE USR "c 
624-5 POKE USR ”c 
5900 RETURN 


ER 5: INK 0: C 
1: PRINT INK 1 


NEXT n _ „ . _ 

1000 LET s=0: LET h$=" ♦ : LET 

Xssl: LET SUb =20: LET y=10 
1010 LET b =10 

102O PRINT PAPER 1; INK 7; BT 14- 
. 0 : "USE THE ARROU KEYS 5.6.7,8 T 

o Land the helicopter on'the dec 


40,BIN 11111111 
+1.BIN 01111111 
+2 ..BIN 00111111 
4-3 .BIN 00011111 
4-4- , B IN 00001111 
4-5,BIN 00000111 
+6,BIN 00000011 
4-0, BIN 11111111 
+1.BIN 11111110 
4-2, BIN 11111100 
+3.BIN 11111000 
4*4-, BIN 11110000 
4-5, BIN 11100000 
+6,BIN 11000000 
4-7,BIN 10000000 
40,BIN 11111111 
4-1, BIN 00011000 
+2,BIN 00111100 
+3,BIN 01111110 
44-, BIN mum 

45, BIN 11111111 

46, BIN 00O11000 
+7.BIN 00011000 


SINCLAIR PROGRAMS June 1983 


37 













T HE DEADLY Astral Fox¬ 
gloves hang poised above the 
earth. Their aim is to eat all 
humans and then to invade the earth. 
Save yourself by moving left and right 
with keys T and ‘2’ and firing the 
lethal fungicide with key ‘O’. 

The program was written for the 
Spectrum by I Gray of Bath, Avon. 


5 RESTORE 50 

10 FOR x-USR "a" TO USR "c"+? 
20 READ a. 

30 POKE x,*: BEEP . 1,0 NEXT x 
50 DATA 16,56,56,56-56,124,255 
84 

60 DATA O.16,16,16,56,56,124,1 
24 

?0 DATA 0,28,8,28.42,73,20,34 
100 LET s= 0 ' LET hs -0 
110 LET z=2 

510 BORDER O' PAPER O* INK 7' C 
LS 

520 PRINT AT 7,5;"1 LEFT";AT 9 
,5;"2 RIGHT";RT 11,5;"0 FIRE" 
525 PRINT 

AT 16,5;"Hit any key to start"' 
PAUSE O 

530 FOR x=-50 TO 50- BEEP .0i,x 
' NEXT x 
550 CLS 
670 LET a=l 

680 LET h*0 : LET u=h 
690 LET C“15 = LET b =c 
780 LET r»=c 
10O0 FOR y=l TO 50 
101O PLOT INK RND*7;RND*255,RNP* 
125+50 
1O20 NEXT y 

1050 PRINT AT 20,0; INK O;" 

1100 FOR y=l TO n 

1110 PRINT AT 2 ,y*2; INK 6 ;"a";A 

T 2 ,y*2+l; INK O;" "« BEEP .1,2* 

y 

1120 NEXT y 

1150 PRINT AT 0,1;"SCORE ";s-"H 
I SCORE ; hs 

1200 PLOT 0.22- DRAW 255,0 DRAW 
0,-16' DRAW -255,0 ! DRAW 0,16 
1300 PRINT AT 18,b;"b" 

1310 PRINT AT 20,jt; "c^ 

1408 BEEP .1,8' BEEP .1,6 BEEP 
.1,8- BEEP .1,6 

1450 LET u=0 = IF r >=0 THEN GO TO 
9O00 

1500 GO SUB 2000' LET h=0 

1550 IF u=l THEN GO TO 5000 

1600 IF y-19-THEN GO TO 4000 

1700 GO SUB 2100 

1800 GO SUB 3000 

1900 PRINT AT 0, 8 ;s 

1910 IF h -1 THEN PRINT AT y,x;" 

"* GO TO 1450 

1920 GO SUB 25O0 

1930 GO TO 1550 

2000 LET n-*-l 

2010 LET x-INT <RND*16>*2 

2020 IF ATTR < 2 ,x )-6 THEN LET y« 

2 - RETURN 

2025 GO SUB 3000= GO SUB 2500 

2026 IF u-1 THEN LET «-n+l * RETU 
RN 

2030 GO TO 2010 

210O PRINT AT y,x; INK O;" " 

2110 LET x=x+< RND>. 5 AND x<30>-< 
RND>.5 AND x>l > 

2120 LET y=y+l 

2130 PRINT RT y,x; INK 6 ;"a" 

2140 RETURN 

2500 PRINT AT 20, a INK O;" " 
2510 IF c>29 THEN LET a —1 
2520 IF c <2 THEN LET a=l 
2530 LET c»c+« 

2540 IF ATTP <20,c >6 THEN LET u 
= 1 


2550 PRINT AT 20,c;"c'’ 

2560 RETURN 

3O0O PRINT AT 18,b; M " 

3005 BEEP .005,b 

3010 LET b=b+<b<31 AND IN 63486= 
253 >-< b>0 RND IN 63486=254> 

3020 PRINT AT 13.b; 'J? 

3030 IF IN 614380254 THEN RET JR 
N 

3040 LET bP-b*8+4 

3045 BEEP .005,20 

3050 PLOT bP,32' DRAW 8.125-2*8 

3055 BEEP- .085,28 

306O OVER 1* PLOT bP,32 DRAW O. 

125-2*8= OVEP O 

3078 IF b=x THEN LET b=l= LET s= 
S+10 

3088 RETURN 

4080 IF ATTR <20,x>=7 THEN GO TO 
5008 

4018 PRINT AT 20,x; INK 6 ;"a" 
4020 PPTNT AT 19,x;" " 

4030 GO TO 1458 

5000 PRINT AT 19.c; INK 6;‘Va_"' P 
PINT AT y,x,- M ••' GO SUB 8000' PR 
INT AT y,x; INK 6;"a"' LET y=c 
LET y=19 

5010 PRINT AT 19,x; INK 6;"a" 


5O20 PRINT AT 20,x; INK 6 >"c^ 

5030 LET h-0 

5100 GO SUB 6OO0 

5200 IF y-z THEN GO TO 9000 

5210 GO SUB 3000 

5220 IF h -1 THEN LET r>«n+l • PR IN 

T RT y,x;" "' PRINT AT y+l,x;" " 

* GO TO 1450 

5230 GO TO 5100 

6000 PRINT RT y,x; INK 6 ;" " 

6010 PRINT RT y+ 1 ,x; INK 6 ;" " 
6020 LET x-x+<RND>.5 AND x<31>-< 
RND>.5 AND x> 0 > 

6030 LET y=y-l 

6040 PRINT AT y,x» INK 6 ;"a" 

6050 PRINT AT y+l,x; INK 6 ;"c" 
6060 RETURN 

0000 LET x-INT <RND*16>*2 
8010 IF ATTR Cz,x >-6 THEN GO SUB 
3000' GO TO 8000 
8020 LET y-z- RETURN 

9000 IF r >-0 THEN PRINT AT 6,5;"T 
HIS INVASION IS OVER"' LET s-s +1 
00- PRINT RT 8 ,5;"THE NEXT WAVE 
HAS ARRIVED"' LET z-z+1• GO TO 5 
30 

9010 IF y -2 THEN PRINT AT 6,5;"Y 
OU HAVE BEEN SNATCHED" 

9020 BEEP .5,4' BEEP .5,8' BEEP 
.5,0 

9030 IF hs<s THEN LET hs-s« PRIN 
T FLASH 1;AT 8,5;"A NEW HIGH SCO 
RE" 

9040 PRINT AT 10,5;"HI SCORE 
";hs 

9050 PRINT RT 12,5;"YOUR SCORE 

";s 

9055 BEEP .5,4' BEEP .5,8* BEEP 
.5,0 

9056 LET z-2' LET s-0 
9860 PAUSE 10' GO TO 525 


& ,v 




Jr- 



3 


SINCLAIR PROGRAMS July 1983 



PIPELINE 


1 REM 

2 REM 

3 REM ©PR LUCKETT(1983) 

4- REM 

5 REM 

10 PRINT fiT 0.. 12; "PIPELINE" 

2© PRINT RT 2,B;"RIM »S bU5t S 

ach tj-u to finish the Pipeline 
by playing into theupper right f 
ield;or to foi~c& our opponent 
off the board” 

30 PRINT RT 7,3;"RULES 33plaue 
rs alternate isovea b> ea-h »ove 
iaust extend the pipeline in t 
o an adjacent field*' 

4-0 PRINT RT 12,0; "I UILL LET Y 
OU CHOOSE " "PLAY DR£>ER"" (1=Y 

OU FIRST, 2=HE FIRST.' ” 

5© PRINT RT 14,0;"YOU CRN RLSO 
PICK "“PLAY LEUEL"** (1=BEGINNE 
R , 2=RD , v l fi.NCED) BUT BE CAREFUL UI 
TH LEUEL 2 ! ‘ I'M VERY GOOD« ! ! ! i 

S© PRINT PT 21,0;"PRESS ANY KE 
Y TO CONTINUE" 

999 IF INKEY$="** THEN GO TO 999 
1000 CLS : PAUSE 50 

1301 DIM d (4 , 3J : DIM e (13,133 

1302 RESTORE 9000: FOR i=1 TO 4: 
FOR J=2 TO 3 

10G3 READ d( i,J3: NEXT J; NEXT i 
2S0S BORDER 5 

1010 PRINT INK 3; INVERSE l;"PXP 
ELINE”: INPUT "PLAY ORDER ClOf2) 

**, po ; "PLAY LEUEL tlorS) **; p i; 

20 2 2 PRINT INK 5; INVERSE 1; AT © 
,24; “RDVfiNCED** 

2012 IF Pl=1 THEN PRINT INK 3; I 
NVERSE 1;AT 0,24;“BEGINNER" 

2013 PRINT INK 4;AT 16,26; INUER 
SE l;"PLEASE” 

1024 PRINT INK 4;AT 19,26; INUER 
SE l;"UAIT 

1015 PRINT INK 4;AT 20,26; INUER 
SE l;"FOR 

1016 PRINT INK 4;AT 21,26; INUER 
SE l;"PROMPT" 

1020 PLOT 49,0: DRAW 157,0: DRAW 
0,157: DRAU -157,0: DRAW 0,-157 
1030 LET nn=12+(plopo) : LET lw = 
4+ (PIOPO) : LET bd =22 t(p l =p O 3 
2040 LET JJ=1: LET ii=2 
1050 GO SUB 2000 

2060 LET n=(nn-l): LET hs=nn*(bd 
-13 

2061 PLOT 50-frhS,hS+l: DRAU ®,n: 
DRAU n ,0 DRAU z, -n : DRAU - r>,0 
2070 PRINT INK 1; INVERSE 1; AT 2 
,0;"PLAY 1" 

1060 LET J J =bd —2: LET ii=-2: GO 
SUB 2000 

1090 PRINT INK 1; INVERSE 1;AT S 
,0;"PLAY 2" 


T HIS ISSUE features the start of a 
new feature in Sinclair Programs. 
To celebrate our new monthly 
appearance we have decided to inaugu¬ 
rate a Program of the Month. 

The first worthy winner of the covet¬ 
ed award is P R Luckett of Hammer¬ 
smith, London, with his enthralling, 
original and altogether outstanding 
brain game. Pipeline, for the 48K 
Spectrum. 

Luckett works at the European Pat¬ 
ent Office in Munich, examining appli¬ 
cations on digital signalling techniques; 
his mathematical bias is apparent in the 


five strategies he has managed to build 
into the computer play. 

He has owned a Spectrum only since 
Christmas, after eight computerless 
years, and feels this listing could doubt¬ 
less be made more elegant, particularly 
in the resolution of the data lines into 
their mathematical bases. 

The ability to follow winning math¬ 
ematical strategies, Luckett feels, gives 
the computer an unassailable advantage 
in this type of game. 

Pipeline casts you as an unprincipled 
pipe-laying engineer. You are shown 
the playing area and the choice of three 





















a 



move =1 


LET 


iii*i -1> J jJ: DRflU 
iii+i-1,jjj+ltf+4: 


0,4- 

DRRU 


1100 LET jj=7: GO SUB 4-000 
1110 PRINT INK l; INVERSE l;flT 1 
5,0;"PLRY 3" 

112© LET jj =2: GO SUB 6000 
1130 LET ii=1: LET JJ =1 
1140 DIM b(15,15) 

1150 FOR i=1 TO bd+2: FOR j=l TO 
bd +2 

116© LET bii , j) =-(i=l> -(j=l)-li = 
bd+2) -( j =bd +-2> 

1170 NEXT j: NEXT i 

1175 INPUT ,, 50LO?(y=yes f n=no)";s 
$ 

1160 LET 6(2,2)=!: LET i»OVe=l 
11S0 LET »ove=iBOve+l 
1500 IF fPO =1 RND (aove/2 = INT (a 
ove/2))) OR Cpo=2 AND liaove/2ol 
NT (aove/2))) THEN GO TO 3G0© 
1520 GO TO 5000 

1999 STOP 

2010 LET i i i =nn* tii -1) +50: LET j 
j J =r> nt ( j j-l) -+1 
2020 FOR i=1 TO 4 

2030 PLOT i i i 4-i -1, j j J ; DRRU 0,4 
2040 PLOT iii+i—1,Jjj+lw+4: DRfiU 
0,4 

2050 PLOT i i i 4-1W 4-3 + i , j j j : DRfiU 0 
/ 4 

2000 PLOT iii+Lu+3+i,jjj+lw+4: D 
RRU 0,4 

2070 NEXT i 
3060 RETURN 

52®S £ *="y" THEN GO TO 3091 

o010 IF pi=2 THEN GO TO S000 
3020 IF move 02 THEN GO TO 3060 
3030 LET i i =1 + CRND > 0- 5) : LET J J = 
3-i i _ 

3050 LET eg =3-2 * < j j =2) 

3060 LET p lay= ( (ii=1) *(eg=4) + (ii 
= hd) * (eg =3) + (j j =1) * teg =2) +- ( j j =bd 
)*(eg=D) *(2+ (RND <0.5) ) 4- ( (i i =1) * 
(eg=l)+(JJ=l)*(eg=3)+iii=bd)*(eg 
= 2) + ( JJ=bd> * (eg =4) ) * C1-+ (RND < 0.5) 

- t*iLi =*> * 9=2) + (J J=l) f leg=4)+( 

1 + < J J =bd ) * (eg =3) ) * (l 

+ 2* (RND <©.5) ) 

3070 IF (ii Ol) AND (iiobd) AND 
jjOl RNP jjobd THEN LET piau = 
INT (1-+RND*2.999) 

30S0 GO SUB 7000 

3090 GO TO 1190 

3091 INPUT -MY PLAY(l,2or3) ” ; pla 


JJJ: DRfiU 


INT 
3030 

3090 

3091 

y 

3092 IF BOVe 02 THEN GO TO 308 

3093 LET ii=l+(RND>0.5): LET j 
3-ii: LET eg=3-2*(jJ=2) 

3094 GO TO 3080 

4010 LET iii=nn*Cii-1)+50: LET 

j j=nni (j j-l) +1 

402© FOR i=1 TO 4 

4030 PLOT iii+i-1,jjj: DRfiU nn 
, nn -i 

4040 PLOT iii+i-1,jjj+nn: DRfiU 


AND 
lay = 


P la 


TO 3080 
LET JJ: 


LET 


nn -i 


i + li»+3+i 
— (nn —5 4-i 


JJJ +nn: DRA 


-i, 1-i 

4050 PLOT i i i 4-1 hJ + 3 + i , JJJ: DRRU 4 
-i , 4-i 

4060 PLOT i i i 4-1W 4-3 4-i , j j j +nn : DRA 
U - (nn-5+i ) , —(nn—5 + i) 

4070 NEXT i 
4080 RETURN 

5001 IF move 02 THEN GO TO 5015 

5002 INPUT "p lay right (O or up ( 
u) r $; 

5003 LET ii=2 

5004 IF r$="U" THEN LET ii=1 
5305 LET J J =3 —ii 

5010 LET e g =3 -2 3 + ( J J =2 ) 

5015 INPUT -YOUR PLAY(1,2or3)”;p 
'-3y 

5320 GQ SUB 703Q 
5999 GO TO 1190 

5010 LET iii=nni(ii-l)+50: LET J 

jj=nrti (J j-l) +1 

6020 FOR i=1 TO 4 


02 THEN GO TO 5015 
play right(r) or up( 


LET 


6030 PL 
i -1 

6040 PL 
nn-i) . - 
6050 PL 
-nn-i, - 
6060 PL 
U 4-i , i 
6070 NE 
5080 RE 
7010 LE 
7020 GO 
7030 LE 
7040 LE 

705O LE 
7360 IF 
O 715S 
7070 IF 


PLOT 


+i-l,JJJ: DRfiU 1-i 


JJJ 


jjj+nn: DRA 


PLOT iii+i-1,jjj+nn: DRfiU 
. - (nn -i ) 

PLOT iii+lto+3+i,jjj: DR 
, -(5-on - i) 

PLOT i i i + lw+3+i .jjj+nn: 

^ i -4 
NEXT i 
RETURN 

LET b(jj+l,ii+1)=play 
GO SUB 2000+play 
LET eg=d (eg,P lay) 
let jj=jj + ieg=i) - (eg = 2 ) 
LET ii=ii+(eg=3)-(eg=4) 

IF b(JJ4-2,ii+1)=0 THEN 


DRfiU 


THEN 


b(JJ+-l,ii +1) 


THEN 


O 7100 . 

7080 LET piay=b(jj+l,ii+1) 

7O90 GO TO 7030 

7100 IF (((move/2)=lNT (BOVe/2)) 
RND (po=l)) DR <»ovex2 OINT imo 
ye/2) RND po=2) THEN GO TO 7130 
7110 PRINT INK 2;fiT 1,9; FLASH 1 
;-SfiD LUCK-YOU LOST" 

7120 GO TO 7500 

713© PRINT INK ±;«T 1,9; FLA5H 1 
;-WELL DONE-YOU WIN- 
7240 GO TO 7500 

7150 IF jjobd OR iiobd THEN RE 
TURN 

7160 IF f ( (iove/2) =INT (ioove/2) > 
RND (po=l)) DR (move x2o INT (roo 
ve/2) RND po=2) THEN GO TO 7130 
7170 GO TO 7110 

7500 INPUT "LIKE ANOTHER GO?(yes 
=y , n o =n > "; r 4 

7505 IF r $ = ”n" THEN STOP 

7510 CLS 

7520 GO TO 101© 

8000 IF aoVe =2 THEN GO TO SlOO 




types of tiles which you can use to 
continue the pipe. Each tile is traversed 
by two white lines and a sharp eye must 
be kept to trace the twisting path of the 
pipe as it coils and flexes across the 
board. 

The winner is the one who plays into 
the top right-hand corner of the screen, 


or who forces an opponent to play into 
the side of the board. Play against 
another Sinclair programmer or against 
the Grand Master Spectrum, which we 
have not yet beaten at advanced level. 

An astounding listing. Congratula¬ 
tions to our cunning author and good 
luck to our fortunate readers—you will 
love this one. (48K Spectrum). 




SINCLAIR PROGRAMS May 1983 





















Is 


1 3010 IF wove 03 AND wove <>4- THEN 
GO TO 0070 

9301 

1 

DPTP 

1,1,1,1,1,1,1,1,1,1,1, 


1 f e 3 l =ci 

»302 

DPTP 

2,4,2,2,2,2,2,2,2>c>2, 

> +200* i b( 3 

. 3J =3> 

2 



3030 

IF move=3 THEN LET rest=91© 

9303 

DPTP 

1,2,1,1,1,1,1,1,1,1, 1, 

0+100* (b(3,2) =0> 

1 



3O4-0 

RESTORE rest 

9304 

DPTP 

2,1,2,2,2,2,2,2.2,2,2, 

3050 

FOR i 

=1 TO bd; FOR j=l TO b 

2 



d 

305O 

READ 

eCi.JJ: NEXT .i : NEXT ; 

93es 

1 

DPTP 

1,2,1,1,1,1,1,1,1,1,1, 

8O70 

LET play=l 

9305 

DPTP 

2,1,2,2,2,2,2,2,2 ,2.2. 

3030 

if d (eg ,p lay) =e fJJ.ii.* then 

2 



GO TO Silo 

3337 

DPTP 

1,2,1,1,1,1,1,1,11^ 

3090 

LET Play=Play+l; GO TO 3OS0 

1 



3100 

LET i 

i =1: LET j.i=2: LET eg = 

930© 

DPTP 

2,1,2,2,2,2,2,2,2,2,2, 

1: LET Play=2 




3110 

GO SUB 7000 

3309 

DPTP 

1 , 2 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 

3120 

GO TO 

1190 

1 



9000 

1 

DRTfl 

1.3.4.2/4.3.3/1.2.4.2/ 

9310 

2 

DPTP 

2,1,2,2,2,2,2,2,2,2,2, 

9100 

1.1 

DfiTR 

l.l.l.l, 1.1.1.1.1.1.1. 

5311 

L 

DPTP 

1.2,0.4,3.4,3,4,3,4,3, 

9101 

2.2 

DRTR 

2.2 / 2.2.2 / 2/2.2.2.2,2, 

9312 

3 

DPTP 

2,3,4,3,4,3,4,3,4,3,4, 

9102 

DftTfl 

1.1,1.1,1.1.1.1,1.1,1, 

9401 

DPTP 

1.1.3,4,3,4,3,4,3,4,3, 

— X 

9103 

2,2 

OflTfl 

2,2,2,2,2,2,2,2,2,2,2, 

94e2 

1 

DPTP 

2,1,4,3,4,3,4,3,4,3,4, 

9104- 

1.1 

DRTR 

1 ..1 ,.l ..1 ,.1 ..1 ..1 ^1 ^1 ..1 ..1 

9403 

2 

DATA 

1,1,1,1,1,1,1,1,1,1,1, 

9105 

DRTR 

2.2,2,2,2,2,2,2,2,2,2, 

9404. 

DPTP 

2,2,2,2,2,2,2,2,2,2,2, 

^ s *=• 

9106 

1.1 

DRTR 

1,1,1,1,1,1,1.1,1,1,1, 

1 

94e5 

2 

DPTP 

1,1,1,1,1,1,1,1,1,1,1, 

9107 
3.2 

DRTR 

2,2,2,2,2,2,2,2,2,2,2, 

3406 

1 

DPTP 

2,2,2,2,2,2,2,2,2,2,2, 

9103 
1.1 

DRTfl 

1.1,1,1,1,1,1,1,1,1,1, 

9437 

o 

DPTP 

1-1,1,1,1,1,1,1,1,1,1, 

9109 
2.2 

DRTR 

2.2,2,2,2,2,2,2,2,2,2, 

04-^3 

OPT P 

a,a,a,a,a ,a,a ,a.a,a,a. 

9110 

1.1 

DPT R 

1,1,1,1,1,1,1,1,1,1,1, 

9409 

3 

DPTP 

1,1,1,1,1,1,1,1,1,1,1, 

9111 

2; 2 

DRTR 

2,2,2,2,2,2,2,2,2,2,2 , 

9410 

1 

DPTP 

2,2,2,2,2,2,2,2,2,2,2, 

9112 
4-, 3 

DPTR 

3,4,3,4-,3,4-, 3,4-,3,4-,3, 

9411 

2 

DPTP 

1,1,1,1,1,1,1,1,1,1,1, 

9201 
4- , 1 

DATA 

3,4,3,4,3,4,3,4,3,4,3, 

34 12 
1 

DPTP 

2,2,2,2,3, 2.2,2, 2,2,2, 

9202 

DhTw 

3,4,3,4,3,4,3,4,3,4,3, 

9501 

DPTP 

1.^.4,1,1,1,1,1,1,1,1, 

1.2 



1 



3203 
4- * 1 

DPTP 

3,4,3,4,3,4,3,4,3,4,3, 

9502 

2 

DPTP 

1,4,2,2,2,2,2,2,2,2, 

9204- 
4-.2 

DPTP 

3,4 , "3,4,3,4,3,4,3,4,3 , 

3503 

DPTP 

1,2,1,1,1,1,1,1,1,1,1, 

9905 
4-, 1 

DPTP 

3,4,3,4.3.4,3, 4,3.4,3, 

3504 

o 

DPTP 

2,1,2,2,2,2,2,2,2,2,2, 

4.2 

OflTfl. 

3,4,3,4,3,4,3,4,3,4,3, 

9505 

1 

DRTR 

1 2 , 1,1,1,1,1,1,1,1,1, 

9207 

4-.1 

DPTP 

3,4,3,4,3,4,3,4,3,4,3, 

9506 

2 

DPTP 

2,1,2,2,2,2,2,2,2,2,2, 

9203 

DPTP 

3,4,3,4,3,4,3,4,3,4,3, 

9507 

DRTR 

1}2,1,1,1,1,1,1,1,1,1, 

1.2 



1 


3209 

DPTP 

3,4,3,4,3,4,3,4,3,4,3, 

9506 

DPTP 

2,1,2,2,2,2,2,2,2,2,2, 

4-.1 



2 



9210 
4 ,2 

DPTP 

3.4,3,4,3,4,3,4,3,4,3, 

9509 

1 

DPTP 

1,2,1,1,1,1,1,1,1,1,1, 

9211 

4.1 

DPTP 

3,4,3,4,3,4,3,4,3,4,3, 

9510 

2 

DPTP 

2,1,2,2,2,2,2,2,2,2,2, 

9212 
4-, 2 

DRTR 

3,4,3,4,3,4,3,4,3,4,3, 

9511 

4 

DRTR 

1.2. 3, 4,3,4,3,4,3,4,3, 

9213 

4-.1 

DPTP 

3,4,3,4,3,4,3,4,3,4,3, 

9512 

3 

DPTP 

2,3,4,3,4,3,4,3,4,3,4, 



SINCLAIR PROGRAMS May 1983 




D ODGE the coloured squares 
and avoid crossing your own 
trail. A familiar game but ex¬ 
tremely well-written. Colourful graph¬ 
ics and fast-moving characters are all 


packed into around 2K of memory. The programs for the 16K or 48K Spectrum 
speed is so fast that on its highest level which were written by P D Loach of 
it defeated its author. Hadleigh, Suffolk. Try this program—it 

It is one of a batch of excellent is very impressive. 


5 LET hS=365: GO SUB 2000 
10 INK 0: PAPER 6: BORDER 1: C 
_S • INPUT "DIFFICULTY (1 TO 6-E 
ASIEST>"'d: IF d<l OR d>6 OR d>I 
NT d THEN BEEP 1.. 0: GO TO 10 

20 LET t=0: LET l=5: LET q =d +5 
: LET d =d / 100: FOR f =© TO 31: PR 
int AT 0,f; INK 3;"»";AT 
": IF f <22 THEN PRINT INK 3;AT f 
,0; "S"J AT 

30 NEXT f: FOR f =1 TO 4-5: PRIN 
T PAPER RND*3+1,AT RND#19+1,RND* 
29+1;- NEXT f; PRINT PAPER 3; 

INK 7; RT 0.. IB; "HIGH ";hs 
4-0 BEEP 1,0: LET 3=1: LET b=0: 

LET X —15: LET y = 10: FOR TO 

PRINT RT f ,14-; : NEXT 


13 


f 

50 LET a $ = INKEY$: IF i 
D i$<"9" THEN LET 3=vi$ = © )-ti$ 

= LET b= < i $ = "3") - < x $ = "5 ): 

BEEP - 005 . X 

60 PRINT RT 0,0; INK 7; PAPER 
3; "TIME "; t 

70 FOR f =1 TO q. NEXT f 
90 BEEP d,X: LET t=t+l: LET y = 
<4 +a : LET X = X + b : LET C =RTTR Cy,X) 

7 print at y,x;"*";BT y -a , x - b;". 
- ; if C =4-3 THEN GO TO 50 
100 LET dU=.005: FOR f=1 TO 20: 
BEEP dU.f: LET dU=dU+-003: NEXT 
f 

110 LET 1=1-1: PRINT PAPER 3;RT 
y,X; RT 21,0; PAPER 3; INK 7 

"LIVES ”;l: IF L THEN GO TO 10S 

0 


12© PRINT B0; FLASH 1; INK 2; P 
APER 6;"YOU ARE OUT OF LIUE5"; I 
F t>hs THEN PRINT AT 21,0. FLASH 
l; PAPER 3; INK 7;"HIGH SCORE": 
LET hS=t 

130 IF INKEY$ < >"" THEN GO TO 13 

0 

14-0 IF INKEY$ = "" THEN GO TO 14-0 
150 GO TO 10 

1SS0 PRINT AT 21,16; FLASH 1; IN 
K 2; PAPER 6;"HA.HA FOR y=l 

TO 20: PRINT AT Y,l; PAPER Si IN 
K 0;TAB 31;: NEXT Y; FOR Y=1TD 
15: PRINT AT RND*19+1,RND+29+1; 
PAPER RNDi5;" NEXT Y 

1010 PRINT AT 21,15; PAPER 3." 

GO TO 40 

2000 RESTORE ; FOR f=USR "p" TO 
USR "p"+7: READ a: POKE f.UAL t" 
BIN "+5TRJ 3.1 : NEXT f: DATA 1100 
0,3,111100,1011O10,1011000,1O01D 
0,3,0 

2010 BORDER 0: PAPER 0- INK 6: C 
LS 

2020 PRINT TAB 9; "DODGEMS. Yo 

u (*) must dodge your tuau thr 

ough the Maze,avoiding all obx 
t a c les & you austn't cross you 
~ path. . Move using the curso 


THEN GO TO 2B 


r Keys." 

2030 IF INKEY $ <> 

33 

204-0 IF INKEYS = " *' THEN GO TO 204 

a 

2050 RETURN 


10 


SINCLAIR PROGRAMS June 1983 
























JUST AROUND THE CORNER, A NEW 



BLACK CRYSTAL 

The Classic, six program adventure game lor the 48K Spectrum and leK ZX-81 
computers. No software collection is complete without it. 

"BLACK CRYSTAL is an excellent graphics adventure and a well thought out 
package" (Sinclair User, April ’831. 

"BLACK CRYSTAL has impressed me by its sheer quantity and generally high 
quality of presentation. 1 am alraid I have become an addict" (Home Computing 
Weekly. April ’83). 

SPECTRUM 48K 180K oi program in six parts . . . only £7.50 
ZX-81 16K over IOOK of program in seven parts . . . only £7.50 
Why pay more lor less of an adventure? 



THE ADVENTURES OF ST. BERNARD 


An exciting, last moving, machine code, arcade game where you guide your 
intrepid St. Bernard through the perils of the icy wastelands to rescue his Mistress 
from the clutches ol the abominable snowman. 48K Spectrum £5.95. 



ZX-81 COMPENDIUM 

Alien Intruder, Wumpus Adventure, Numerology, Hangman, Hieroglyphics, 
Movie Mogul. 

The ideal software package for all 16K ZX-81 owners. Six ma|or programmes on 
cassettes for only £6.50. 

"Alien Intruder Hieroglyphics — Both programs make good use of graphics and 
words to make a very entertaining package." (Sinclair User. Aug '821 

"Alien Hieroglyphics Wumpus Movie — A varied mix from Carnell, all featur¬ 
ing imaginative responses and graphics and all ol them good games for all ages 
(Hieroglyphics is particularly good for children)." (Popular Computing Weekly. 
Aug S2> 



STARFORCE ONE 


Take on the robot guardians of the central computer in a superbly stylised three 
dimensional battle game 48K Spectrum £5.95. 

<100'-.' MACHINE CODE ARCADE ACTION) 





THE CRYPT 

written by Stephen Renton 


Prepare yourself for the many challenges that shall confront you when vou date 
to enter THE CRYPT . 

You will battle with giant scorpions. Hell spawn. Craners Pos-Negs and il you 
are unlucky enough — the Dark Cyclops in this arcade style ad\enture. 

Available now for the 48K Spectrum § £4.95 



THE DEVIL RIDES IN 

I uttered the last incantations as the clock struck thirteen. All fell silent except lor 
a taint rustling in the comer. From out of the shadows they came, all Hell’s lury 
against me but I was not defenceless until the Angel Ol Death, astride a winged 
horse, joined the battle. Avoiding his bolts of hell lire, I took careful aim. My 
chances were slim, but if my luck held . . . 48K Spectrum £5.95. 

• Fast moving, machine code, all action. Arcade game) 


P * 










RANGE FROM CARNELL SOFTWARE 






COMING SOON 


Available through most good computer stores or direct from: 

Carnell Software Ltd. North Weylands Industrial Estate Molrsw Road. Hersham. Surrey KT12 3PL. 
Dealers: Contact us for your nearest wholesaler. 


-THE WRATH OF MAGRA 


The first born has been destroyed. The Black Crystal of Bvroth has been banished. 
The alliance of Evil has been defeated by the armies of Lord Fendal. So ends the 
Third Age. Now we invite you to write your name in the history of the Fourth Age 
of the Third Continent. 

You will meet friends and enemies, old and new, in the long awaited sequel to 
Volcanic Dungeon. Gsing high resolution graphics and combining the best qualities 
of Black Crystal" and "Volcanic Dungeon", wc will allow you to become part of 
this tale of revenge. 

The Wrath Of Magra" comes as three, 4BK programs on cassette, bosed with 
instruction manual and book detailing the history of the Third Continent and the 
many spells you will be using throughout the game. 

NOTE: "The Wrath Of Magra" is a complete adventure. You need not buy 
"Volcanic Dungeon" or "Black Crystal" to play it. 


CARNELL SOFTWARE LTD 



M anoeuvre your balloon 
through the minefield, using 
keys 5 to 8. Avoid the deadly 
mines. If you make contact with a mine 
you will lose one of your three lives but 
if you reach level 10 you will be award¬ 
ed an extra life. If you rescue injured 
people you will be awarded extra 
points. 

Crazy Balloon was written for the 
16K ZX-81 by Glyn Emmett of Gla¬ 
morgan. 


CRAZY 


BALLOON 


2 LET ******************" 
3 GUSUB 9000 
5 LET J*="2X8l" 

10 LET H=1000 
20 LET LI*3 
30 LET L=1 


20 LET LI=3 
30 LET L=1 
40 LET B®=" 

60 LET S-0 

61 LET BONUS 
70 LET X=20 

80 LET Y“29 

81 LET J=l5 


1000 


90 PRINT RT 0,0j"<32*9h>";fTr 2 
, 0; "<32*9h>" 

100 FOR F=1 TO 20 

110 PRINT RT F, 0;"<9h>";RT F,3l 

"< 9h ) M 

120 NEXT F 

130 PRINT RT 1,1;"1isP)BONUS.<l 
P >";RT 2,1; "<9e- isP )9o*l< isP =9r 


£p >" ; RT 2, 1; "<9e ? isP )90*l< isP 9 r 
131 LET RB=2 

140 PRINT RT 1,23;Z*< TO 8>;RT 
2,24; 2*'.-. TO 7>;RT 2,25;2*1 TO 6> 
iRT 4,26;2#< TO b);RT 5,27;Z$1 T 
0 4 >; RT 6, 28; 2*1 TO 3>;RT 7,29;2 
*1 TO 2 ); RT 8,30;Z*< TO 1) 

150 PRINT RT 20,1;291 TO 18) 

160 PRINT RT 18,10;Z*1 TO 14> 
170 PRINT RT 17,21;Z*< TO 10> 
100 PRINT RT 19,1;Z*1 TO 4>;RT 
18,1; Z*< TO 3 >; RT 17, 1;Z*< TO 2> 
190 PRINT RT 16,26;Z*< TO 5); RT 
15,27;2*1 TO 4>;RT 14,28;Z*1 TO 
3);RT 13,29;2*1 TO 2>;RT 12,30; 

z*< to i y 

200 PRINT RT 16,4;Z®1 TO 14) 

210 PRINT RT 15,1;2*1 TO 2> 

220 FOR F*=8 TO 16 

230 PRINT RT F,18;Z*1 TO 1> 


TO 1> 


240 NEXT F 
250 FOR F=lB TO 24 
260 PRINT RT 14,F; 

270 NEXT F 

271 PRINT RT 12,12;"l" 

272 PRINT RT 11,16;"i" 

273 PRINT RT 9,19;"i" 


14, F; Z®< TO 1) 


it ^ ii 


280 FOR F=1 


290 PRINT RT F,18;Z*< TO 1> 

300 NEXT F 

310 FOR F=1 TO 17 

320 PRINT RT 10,F;Z#< TO 1) 

330 NEXT F 

340 PRINT RT 11,17;2*< TO 1>;RT 
12, 16; 2*1 TO 2>;RT 13,15;Z*< TO 
3>;RT 14, 14;2$< TO 4>;RT 15,13; 
2*< TO 5> 

350 PRINT RT 3,1;Z*1 TO 1>;RT 3 
,3;2*1 TO 1> 

360 FOR F=4 TO 8 

370 PRINT RT F,10;Z*< TO 1> 

380 NEXT F 

381 LET LL=1 

391 LET X=20 

392 LET Y as 29 

393 LET J=l5 

400 PRINT RT X, Y; '*b" 

401 PRINT RT X,Yj" " 

405 LET LL=INT <RND*2>+1 

406 IF LL=2 THEN PRINT RT 10,5; 


a ^ii 

407 


IF LL=1 THEN PRINT RT 10,5; 


410 IF INKEY*-“7" THEN LET J-l 
420 IF INKEY* 3 "6" THEN LET J=3 
430 IF INKEY*- M 5" THEN LET J=4 


440 IF INKEY*="8" THEN LET J-; 


450 IF J=1 THEN LET X-X-l 
460 IF J=2 THEN LET Y-Y+l 
470 IF J*3 THEN LET X=X+1 
480 IF J=4 THEN LET Y-Y-l 
490 PRINT RT X,Y; 

500 LET 2-PEEK < PEEK 16398+256* 
PEEK 16399 > 

510 IF 2=174 THEN LET 8=3+50 

511 IF 2=23 OR 2*136 THEN GOTO 
700 

520 LET BONUS-BONUS-1 


521 PRINT RT 10,5; 


530 IF X=4 THEN IF Y>1 RND Y<8 
THEN GOTO 550 
54Q GOTO 400 
550 LET S*S+BGNUS 

560 CL3 

561 LET L=L+1 

562 IF L=10 THEN LET LI-LI+l 




m 


K 




I 




i*’:’** 




Ml 


mm 










/ 




28 


SINCLAIR PROGRAMS December 1983 






570 PRINT RT 10/ 10; " LEVEL * " ; L; A 
T 12/10;"LIVE3=";LI;AT 14/3;"LET 
S ATTACK" 

571 PRINT RT 16/10;"SCORE*";S 

580 PRUSE 100 

581 CLS 
590 GOTO 61 
700 LET LI-LI-1 

710 IF LI<=0 THEN GOTO 900 
720 PRUSE 50 
780 GOTO 391 
900 CLS 

910 PRINT RT 10/10;"9am* over"; 
RT 12/12;"SCORE®";S 
920 IF H>S THEN GOTO 950 
930 PRINT RT 20/0;"PLERSE ENTER 
NAME" 

948 INPUT J$ 

941 IF S>H THEN LET H-3 
950 PRINT RT 14/2;"HIGH SCORE*" 
)H 

960 PRINT RT 16/4;"BY "; J* 

970 PRUSE 500 
980 CLS 

990 PRINT "RGBIN <Y/N>?" 

991 INPUT R* 

992 IF R$=*"Y" THEN GOTO 20 

993 IF A*-"" THEN GOTO 20 
1000 STOP 

9000 CLS 

9001 PRINT TRB 8;"CRRZY BALLOON" 
9010 PRINT jj "MANOUVERE YOUR BRL 
LOON THROUGH THE MINE-FIELD.R 
VOIDING THE" 

9020 PRINT "ALWAYS PRESENT deadl 
y MINES.IF YOU MRKE CONTACT WIT 
H ONE YOU WILL LOSE ONE OF YOU 
R 3 LIVES BUT IF YOU GET TO LE 
VEL 10 YOU WILL BE AWARDED AN E 
XTRR LIFE." 

9030 PRINT 

9040 PRINT "USE KEYS:" 

9050 PRINT TRB 10;"5=LEFT";TAB 1 
0;"8=RIGHT" 

9060 PRINT TRB 10;"6-DOWN";TRB 1 
0;"7*UP" 

9070 PRINT //"BEWARE OF THE ELEC¬ 
TRIC FENCE WHICH SURROUNDS TH 
E MINE-FIELD. IF YOU RESCUE THE 
INJURED PEOPLE""!""YOU WILL GRIN 
EXTRA POINTS." 

9G90 PRINT RT 13/22; "HIT "'"3""" 
9100 PRINT RT 14/22;"TO START" 
9110 PRINT RT 13/22;" ";RT 

14/22;" 

9120 IF INKEY9K>"S" THEN GOTO 90 
90 

9130 CLS 
9140 RETURN 

999© SAVE "CRRZY BRLLuOn" 

9999 RUN 


SINCLAIR PROGRAMS December 1983 


29 



DIAMOND 


1 LET 0=2 

2 LET F=9 

3 LET I=b 

4 LET H=22 

5 LET G=16 

6 LET SC=8 

7 CLS 

6 PRINT RT O/O; “<.32*isP 
9 PRINT R1 £i,0; M c 32*i spy 
iti» FOR R=1 TU 2U 

11 PRINT RT Fi; 0; "< isP >**; RT R;3 
1; "<isP >" 

12 NEXT R 

13 PRINT RT 4;24;"<i<‘i*'i>>" 

14 PRINT RT 17,lj"<9e‘3*97’9r* 
SP • 9e • 3*9? : 9r • SP = 9e * 3*97 •• 9r : sP • 9 
e • 3*97 • 9r : sP - 9e : 3*97 : 9r >" 

15 PRINT RT 20; 1;"<30*9a>" 

16 PRINT RT 13;1;“<5*97 = sP'5*9 
7•sP*5*97•sP»5*97•sP» 6*97>" 

17 PRINT RT 13; 4; "< 9e ! 97 s 9r' s.P 
•9e : 97 : 9r•sP ! 9e : 97 ; 9r ; sP : 9e ! 97 : 9 
r : sP • 9ft‘-97 : 9r : sP : 9e : 97 : 9r V 

13 PRINT RT 14;4;"<9w : 96*94 ■%P 
•9w•96 ; 94 : sP : 9w•96 : 94 ; sP : 9w : 96 : 9 
4 1 sP : 9W•96■94 ! sP•9W : 96 : 94 )" 

19 PRINT RT 16;27;"H M ;fiT 13;27 
; "H" ; RT 15;27;"H" ; RT 14;27; ,, H , ‘ 

20 PRINT RT 9,6) "<7*isP>"• 

21 FOR R=9 TO 12 

22 PRINT RT 

23 NEXT R 

24 PR 1 NT RT y; 20; M < 5* i sP :•" 

25 FOR R=5 TO W 

26 PRINT RT R;2l; ,, H" 

27 NEXT R 

28 PRINT RT 5;22;"<9e•5*97=9r> 
; RT 6; 22; " < 9w «5*96 * 94 > " 

29 FOR R-5 TO 16 

30 PRINT RT R;29;"H" 

31 NEXT R 

32 LET A*=INKEY* 

33 LET C*C+<R*^ ,, Q ,, >-<R*« ,, &"> 

34 LET SC=SC+1 


35 PRINT RT G;0;"Ci ;RT G;C- 

i;“ ";RT G;C>li" " ; RT 16;27;"H" 

36 PRINT RT 9;13 ;"(. 7*9s >";RT 8 
> 14 * 11 " 11 " " " " " 

37 IF A**"^' AND 0*29 AND G=4 
THEN GOTO 7000 

38 LET F=F+1 

29 IF R*= ,, 7" RND 0*27 RNL> G«16 
THEN GOTO 37 

40 IF fl$="7" RND G*12 RND 0=6 
THEN GOTO 90 

41 LET H=H-1 

42 IF G=4 RND C*24 THEN PRINT 
RT 4;23;" 

43 LET I = l-<-l 

44 IF fl**"l M THEN LET 0=0-2 

45 IF G=4 RND 0*29 THEN GOTO 9 

8 

46 IF A*="l" THEN PRINT RT 6;U 

+2; " “ 

47 IF RS^'O" THEN LET 0=0+2 

48 IF R$“"0 M THEN PRINT RT G;C 


- 2 ; 


49 PRINT RT 8;I;"£";RT 8; 1-1;" 

50 IF 1=12 THEN LET 1=6 

51 PRINT RT 16;H;"0 0";RT 16 

;H+5;” " 

52 PRINT RT 12;7;“ " 

53 PRINT RT 12;F;"<9t;RT 12; 
F-l;" " 

54 IF F>24 THEN LET F=9 

55 IF F-C RND 0=12 THEN GOTO 7 

-? 

56 IF G=8 RND 0=14 OR 0=16 RND 
G=8 OR 0=18 RND 0=8 THEN GOTO 7 

~7 

57 IF H=1 THEN LET H=22 

59 IF 0=5 RND G=8 THEN GOTO 77 

60 IF 0=12 RND G=16 THEN GOTO 

~ 7~7 

61 IF 0=18 RND G=16 THEN GOTO 
77 

62 IF R*="7“ RND 0=21 RND G*0 


SINCLAIR PROGRAMS November 1983 





C LIMB THE LADDERS to 
reach the diamond at the top. 
Jump the barrels on the first 
floor, the alien on the second floor, and 
the guardian and the ghosts of past 
adventurers on the third floor. Move 
left with “5”, jump left with “1”, move 
right with “8”, and jump right with 
“0” and climb ladders with “7”. 

Falling down a hole or hitting any¬ 
thing will kill you. Once you have your 
score, return to the ground floor by the 
ladder on the right of the screen to 
obtain your score. 

Donkey Diamond was written for 
the 16K ZX-81 by Charles Sandison of 
Caithness, Scotland. 


THEN GOTO 94 

63 IF C-24 HMD G=16 THEN GOTO 

~ 7 ~? 

' 64 IF 07 FIND G~12 THEN GOTO ; 
7 

65 IF 01.1 RND C=12 THEN GOTO 


66 IF 015 AND G=12 THEN GOTO 

67 IF 019 AND G»12 THEN GOTO 


W C. u 


68 IF 06 RND G=16 THEN GOTO 7 

~y 

69 IF G=12 RND 023 OR 020 RN 
D G=12 THEN GOTO 77 

76 IF G=*H+4 RND 016 THEN GOTO 
77 

71 IF OH RND G*16 THEN GOTO 7 
7 

75 IF C“I RND G*6 THEN GOTO 77 

74 PRINT RT 12,7-2;" ";RT 6,12 
"; RT 16,5;" “; RT 16,1;" " 

75 PRINT RT 12,24;" 

76 GOTO 32 

77 FOR F=G TO 19 

78 PRINT RT F, C ; l ° >" ; RT F,C; 

ii a 

79 NEXT F 

80 PRINT RT p, C ; " " *'" 


92 

93 

94 

95 

96 

97 

98 
9; " 

101 

sson 

103 
"; SC- 

ii 

104 

105 

106 


PRINT RT 0,0;" too bad-Pres 
t o tr y 3.9-?. l n " 

PRINT RT 21,0;" Press 

to stop 
INPUT B$ 

IF B$="S" THEN STOP 
IF 6*0 "S" THEN GOTO 1 
STOP 

PRINT RT 12,27; "< i" >" 

LET G—12 
GOTO 32 

PRINT RT 8,6;"<l">" 

PRINT RT 12,6;"H" 

LET G~8 
GOTO 32 

PRINT RT 4,21;"<i n >" 

PRINT RT 8,21;"H" 

LET G=4 
GOTO 32 

PRINT RT 16, C; "< l v ' >"; RT 4,2 

PRINT RT 6,0;" well done'mi 
completedd 

PRINT RT 21,0;" time takent 
" scoreL";180-SC;"< 4 *isP ) 

INPUT 

IF B«="" THEN GOTO 1 
IF B*< >"" THEN STOP 


SINCL.AIR PROGRAMS November 1983 


11 





P ETROL CONSUMPTION, 
written by A Briggs of Broms- 
grove, Worcestershire calculates 
and displays graphically vehicle fuel 
consumption on the ZX-81. Full 
instructions are included in the pro¬ 
gram. When you are asked for the cost 
of fuel, enter the amount of money 
spent when the tank was last filled. 


W 5 G08UB 3000 125 REM C-CQST OF FUEL £.P 

10 GOTO 4006 130 INPUT C 

15 DIM N<5 6> 140 PRINT AT 6,18.:" " j TAB 24 ;C 

16 DIM E< 56 > 150 PRINT TAB J; "£.P PER GAL/LI 

17 LET N-l TRE ! " 

18 LET.G=0 155 REM L-PRICE PER GAL/LITRE £ 

20 GOSUB 3000 160 INPUT L 

25 CL3 170 IF L<1 THEN LET L-INT <L/-2 

30 PRINT TAB 10;C$;" MPG" 2*1000+.5VI000 

35 PRINT 180 PRINT AT 7,13;" "..TAB 24;L 

48 PRINT TAB l;"SPEEDO LAST FU 190 -LET G=G+INT <C/L*100+.5V18 
EL"; 0 

45 REM M«SPEEDO LAST FUEL 200 PRINT TAB 1;"TOTAL GALS TO 

58 PRINT TAB 24;M DATE"; 

55 PRINT TAB 1;"DATE THIS FUEL 210 PRINT TAB'24;G 

! " ; 228 LET X* I NT. < < S-M V< C/L >* 100+ 

56 INPUT D$ .5VI00 

57 PRINT AT 3,16;" ";TAB 24 ;D* 230 PRINT TAB 1;"MPG,LAST FILL" 

68 PRINT TAB 1 i "SPEEDO THIS FU ; 

EL !"; 240 PRINT TAB 24;X 

65 REM S=3PEED0 THIS FUEL 245 LET M=S 

70 INPUT S 250 LET Y= I NT < < S-Ml ,VG* 100+. 5 > 

80 PRINT AT 4,18;" ";TAB 24;S /100 

90 PRINT TAB 1;"GALS AFTER LAS 268 PRINT TAB 1;"OVERALL MPG"; 

T FILLED"; 279 PRINT TAB 24; Y 

95 REM G=TOTAL GALS TO LAST FI 280 PRINT 

LL 298 FOR U=1 TO 158 

110 PRINT TAB 24;G 295 IF INKEY$**"H" THEN LET U*14 

120 PRINT TAB 1;"COST OF FUEL,£ 8 
.P !"; - 380 NEXT I j 


52 


SINCLAIR PROGRAMS November 1983 








310 CLS 

1010 PRINT RT 21,0•31I"- 

- «;*■! 

1020 PRINT RT 16,0;Sl+5;"- 

-»;C; 1+Cj 

1030 PRINT RT ll,O;Sl+i0;"- 

---";S1+10 

1040 PRINT RT 6,O;81+15;"- 

-";S1+15 


0,COST AND PRICE PER GALLON UR 
LITRE RS PROMPTED" 

4023 PRINT 

4024 PRINT "1# ALTHOUGH THE RE3UL 
TS WILL IN ANY CASE GET PR0GRE3 
GIVELY MORE ACCURATE IT IS BETTE 
R TO FILL THE TANK,OR NEARLY 3 
U,RT EACH PURCHASE TO ACHIEVE 
THE MAXIMUM ACCURACY FROM THE ST 


1050 PRINT RT 1,U;Si+20.; "- 

- M $ SI+20 

1060 PRINT RT 0,7;C$;" OVERALL m 
PG " 

1065 PRINT RT 1,?; "r-EG NO ";R$ 
1070 PRINT RT 2, 7; "INITIAL mILL’S 
"; Ml 

1090 PRINT RT 3,7; "CURRENT f'.ILES 
" .5 S 

1090 PRINT RT 4,7;P$;" TO ";D$ 
2000 LET E<N>=<< < I NT (Y+.5 >>-S1> 
>*2 

2010 IF E< N >>40 THEN LET E< N >=40 
2012 IF E< N)<0 THEN LET E<N>~0 
2015 FOR N=1 TO N 
2020 FOR H~Q-TO E<N> 

2030 PLOT N+3,H 

2035 NEXT H 

2048 NEXT N 

2100 FOR IJ-1 TO 2O0 

2105 IF INKEY$- ,, H" THEN LET U=19 

0 

2110 NEXT U 
2120 CLS 
2138 GOTO 8000 
3010 CLS 

3020 PRINT RT 5,0;"to HOLD DISPL 
RY PRESS ""H""" 

303Q FOR U=1 TO 75 
3040 NEXT U 
3050 CLS 
3060 RETURN v 

4000 PRINT "or overall Petrol c 
onaumPtion" 

4010 PRINT 

4020 PRINT "**THIS PROGRAMME CAL 
CIJLATES AND GRAPHICALLY DISPLAYS 

A CARS OVER-ALL FUEL C0N3UMPTIU 
N TO THE NEAREST MPG,FOLLOWIN 
G EACH FUEL PURCHASE." 

4021 PRINT- 

4022 PRINT "RAFTER FIRST ENTER I 
NG THE CAR DETAILS,IT IS ONLY N 
ECESSARY TO INPUT THE DATE,SPEED 


ART" 

4030 FOR U«1 TO 300 

4033 IF INKEY$-~"K" THEN 1 FT IJ-23 

Q 

4034 NEXT IJ 

4035 CLS 

4040 PRINT "INPUT CAR TYPE E.G." 
"CAPRI""" 

4050 INPUT C* 

4060 PRINT 

4070 PRINT "INPUT REGISTRATION N 
UMBER E.G.""TLT 512 M""" 

4080 INPUT R* 

409Q PRINT 

4100 PRINT "INPUT SPEEDOMETER RE 
ADING OF INITIAL FUEL BOUGHT 
E.G. 15509" 

4110 INPUT M 
4120 LET Ml^M 
4130 PRINT 

4140 PRINT "INPUT DATE OF INITIA 
L PURCHASE E.G. 24.12.81" 

4150 INPUT P* 

4160 PRINT 

4170 PRINT "INPUT MINIMUM EXPECT 
ED MPG FOR GRAPH BASE E.G. 20" 
4180 Input si 
4190 GOTO 15 
8020 CLS, 

8030 PRINT AT 5,0;"PRESS R FOR N 
EXT CALCULATION" 

8040 PRINT RT 7,0; PRESS S TO SA 
VE" 

8060 IF INKEY$*"R" THEN GOTO 25 
8070 IF INKEY$="S" THEN GOTO 900 
0 

8080 FOR U=1 TO 5 
8085 NEXT U 

8090 IF INKEY*K>"R" OR INKEYSO" 
S" THEN GOTO 8020 
9000 SAVE "CAR MP9" 

9050 GOTO 25 . 

9500 SAVE "CAR MP9" 

9550 GOTO 5 


SINCLAIR PROGRAMS November 1983 


53 














T HE OBJECT of The Clown is 
to answer 20 questions on either 
addition or subtraction correct¬ 
ly. If you choose to answer subtraction 
questions, a correct answer will result in 
a tick being drawn on the screen. 
Alternatively you can answer questions 
on addition, in which case a correct 
answer will result in a smiling clown, 
whereas an incorrect one will result in a 
gloomy clown. 

The Clown was written for the 16K 
ZX-81 by David Read of Ashby-de-la 
Zouch, Leics. 


52 PRINT AT 9,0;fi$ 

54- LET I$ = INKEY % 

55 IF I$="A" THEN GOTO 70 
60 IF I$="B" THEN GOTO 322 
65 GOTO 54- 
70 CLS 

80 PRINT AT 1,25;"KEY IN ";AT 
2,25; "ANSWER 11 ; AT 3,25; " AFTER; AT 
4.,25; "SUM"; AT 5,25; "APPEARS" 

85 PRINT AT 9,20;"l 1";AT 

10 , IS; "l 1 ft AT 11 , 20 ;"■ 

ft" ; AT 13,23, ft";AT 14,23;" 


36 PRINT AT 16,20; 

90 LET C=0 
95 LET S*0 
97 LET C=C + 1 
100 LET A=INT (RND+50) 

105 LET B=INT (RND*50) 

107 IF A +B =0 THEN GOTO 100 
110 PRINT AT C, 1; A; " +"; B; " =" 

115 INPUT D 

117 IF D =0 THEN GOTO 35 
120 PRINT AT C, 7; D 
130 IF D=A+B THEN GOTO 200 
135 IF DOA+B THEN GOTO 300 
200 PRINT AT 16,20;" 

205 PRINT AT 16,20. "\ ;A 

210 LET S =5 +1 

215 IF C=21 THEN GOTO 225 

220 GOTO 97 

225 CLS • 

230 PRINT "YOU GOT ";S;" OUT OF 
20 " 

235 IF 6=0 THEN PRINT AT 2,0;"U 
ERY WELL DONE" 

24-0 IF 5 = 15 THEN PRINT AT 2,0; » 
GOOD" 

245 IF 5=10 THEN PRINT "HALF RI 
GHT,NOT BAD" 

250 PAUSE 30 

255 GOTO 35 

300 PRINT AT 16,20;" 


305 PRINT AT 16,20;" _ 

T 17,20;"’ f % ";AT 18720; 

% " ;AT 19,20; "■£ 4" 

310 PRINT AT 0,10;"ANSWER*" 
315 IF 0=21 THEN GOTO 225 
320 GOTO 97 

322 CLS 

323 LET 0=0 

324 LET S=0 

325 LET AaINT (RND*50) 


A+B 


330 LET B = INT <RND*50) 

335 IF A-B < =0 THEN GOTO 325 
345 PRINT AT 0,0;A;";B;"=" 
350 INPUT D 

352 IF D =0 THEN GOTO 35 
355 PRINT AT C,7;D 
357 LET 0=0+1 

360 IF D=A-B THEN GOTO 400 
365 GOTO 500 
400 FOR F=12 TO 21 
405 PRINT AT F,21;" 

410 NEXT F 


420 LET 5=5+1 

425 IF 0=21 THEN_ GOTO 225 

430 GOTO 325 

500 FOR F=12 TO 21 

505 PRINT AT F,21; M 

510 NEXT F 

515 PRINT AT 12,21;"% J 1 "j AT 

13,21;- % / "jAt 14,21;- V 

":AT 15,21; " A. "AT 16,21;" / 
% ";at 17,21; V V 
520 Print at c-i, 10 ;"ansuer = "; a 

-B 

525 FOR F =0 TO 15 
530 NEXT F 

535 IF 0=21 THEN GOTO 225 
540 GOTO 325 


SINCLAIR PROGRAMS June 1984 



Upgrade your 

16K 

ZX SPECTRUM 

Now! 

The CHEETAH 32K RAMPACK simply plugs into the user port at the rear of 
your computer and increases the memory instantly to 48K. 

* Fully compatible with all accessories via rear edge connector 

★ No need to open computer and invalidate guarantee 

★ Why send your computer away and wait weeks for upgrade 

* Fully cased tested and guaranteed. 

Why wait any longer? 

Only £39.95 including VAT and P&P. 



Now make your 
Spectrum and ZX-81 Talk 

The Cheetah "SWEET TALKER" just plugs into the back of the computer using the existing power supply. Based on an 
allophone system you can easily program any word sentence or phrase. Fully cased, tested guaranteed and compatible 
with all accessories via rear edge connector. Complete with demonstration cassette and full instructions. No more lonely 
nights! Simply incredible at £29.75 (Please quote when ordering whether Spectrum or ZX81 owner) 


16K RAM Pack for ZX-81 
64K RAM Pack for ZX-81 


£19.75 

£44.75 


Prices include VAT, postage & packing. Delivery normally 14 days. Export orders at no extra cost. Dealer enquiries 
welcome. 

Send cheque/PO now to: 

CHEETAH MARKETING LTD 
Dept SU/1 
24 Ray Street 
London EC1 R3 DJ 
Tel: 01-278 6954 

32K RAM Pack and "SWEET TALKER" also available from larger Branches of 


WH SMITH 



42 


SINCLAIR PROGRAMS January 1984 



ltt BORDER 1- PAPER 7' INK 1 C 
LG * POKE 23609,50 
100 PRINT TIT 0.9; "PERIODIC TABL 
E";AT 5,15; "BY">AT 7. 13; "C.LDE. " 
lie PRINT AT 16/4; "This Program 

is designed"';AT u.4 "to hol* 
yOU 1 eini about"; RT 12,4;" the P 
eri od l c Tab l e. There "; AT 13.4;” ar 
e i nstrueti ons through "; AT 14.4. 
"the Program to tell m’ou" AT 15 
.7;"how to operate it.";AT 17,5; 
"PRESS ANY KEY TO START" PAUSE 
0 

120 CLS PRINT " How wou mu 
»t choose which Partof the ProOr 
am you wish to use. When you h 
ave dec>ded from thelist be 1 ow, 
Press the number by the one you 
want and sou will 9ct the Part 
you require ." 

12C PPINT 1 Choose an el cm 

ent. """ 2 Element, test.""" 3 R 
un through the whole table.""" 

4 End the Program.” 

140 LET a*“INKEY*• IT as—1" OR 
a**"2" OR a*-" 3" OR aS-"4" THEN 
GO TO VAL aSt!«»Q0 
150 GO TO 140 

1O00 CLS PRINT Enter the N 

AME or -SYMBOL of theelement you 

wish to Know about and Press th 

e 'ENTER' Key.""' Don't forget t 

o use 3 capital letter at the b 

e9imng of each NAME or ;vMeoi . 
•• 

1010 INPUT nS POP b-1 TO 103 R 
ESTORE 4598+b*2- READ -<S,sS IF 
n*«j* OP n*~s* THEN CO TO 1100 
1020 NEXT b CLS PRINT "" The 
re is no such element."- GO TO 1 
110 

1100 READ a- CLS • PRINT "" Ele 
ment. - "; j*" *■ Symbol - "; s*" ” 
Atomic number - ";b"" Mass numb 

--";a " " Number of Protons•- 

";b''" Number of newtons - "; a-b 
"" Number or electons- " ;b 
1110 PRINT Another element V/ 
N?" 

1120 IF ZNKEY*—y" THEN GO TO 10 
00 

1130 IF INKEY®-"n" THEN GO Tfj 12 
0 

1140 GO TO U2Q 

2000 CLS • PRINT You will n 

ow be tested on the c : ements. Y 
ou will be asked a number o^ 4 u 
estions on each ele-ment." Do 
n't forget to use a capital iett 
er for names and symbols. No-.- 
enter how far.down the t?blevou 
want to be tested on and Pres 

s 'ENTER'." 

-2010 INPUT nd IF ncKl OR nd>l93 
THEN GO TO 2019 

2020 CLS PRINT "The questions 
on each element wxl’ be Printe 
d uP one by one. After answerin 


9 a question Press'ENTER'." 

2030 LET rn-INT < RNDTnd *+’ PEST 
ORE 499S+rnT2* READ aS.sS.a PRI 
NT '" Element - -; j*" - Symbol - 
"; GO SUB 2200 

2040 IF q*=s* THEN CO SUB 2300 

GO TO 2050 

2045 CO SUB 2319 

2050 PRINT "" A*-omic number -"; 
• GO SUB 2200- IF q*-STPS THE 
N GO SUB 2300- GO TO 2060 
2955 GO SOB 2319 
2060 PPINT "" Mass number -" 

GO SUB 2200- IF q*-STR* a THEN G 
0 SUB 2300 ■ GO TO 2070 
2065 GO SUB 2210 

2070 PRINT ''" Number Protons-" 
• GO sue 2200- IF qs^-STR* rn TH 
EH GO SL»e 2300- GO TO 2020 
2075 GO SUB 2310 
2080 PRINT Number Neutrons - 

"; GO SUB 2200 LET oP-a-rr.- IF 
CS^STR® oP THEN-CO SUB 230‘J CO 
TO 2027 

2035 GO SUB 2310 
2037 PPINT Number Electrons 

• GO SUB 220O IF q*“STP* rn 
THEN GO SLIP 2300 * CO TO 2! 00 
2090 CO SUB 2310 

2100 PRINT "" Another test Y-'N" 
2110 IF INKEVS-"y" THEN CO TO 20 
20 

2120 IF INKEYS—n" THEN CO TO !2 
0 

2130 CO TO 2110 

2200 INPUT qs PRINT " ";4*;* RE 
TURN 

2300 PRINT " RIGHT" - FOR 1~1 TO 
59 STEP 5- BEEP .05.1* NEXT \- 
RETURN 

2310 PPINT " WRONG";- BEEP 1,-1 
RETURN 

30OO CLS • PRINT ''“ You now 9e 
t each element Put on the scree 
n one by one."'" Now ente*- the 
atomic number you wish to star 
t and fmsh at." 

3010 INPUT "Start ";st• ir st<1 
THEN CO TO 3010 

3812 INPUT -Finish ";fi- IF fl>l 
03 THEN GO TO 3012 • 

3014 IF st>fi THEN CO TO 3010 

3015 CLS • PRINT "• Press '1' 
if you want to Prcssa kev after 
each element."'” Press '2' if v 
ou want it- to change the eleme 
nt after a time." 

3O20 IF INKEY*-"1" THEN LET de-0 
! GO TO 3050 

3030 IF INKEYS-"2" THFN INPUT "D 
elay time <lower"faster> ";de L 
ET de-dee1- GO TO 3050 
3040 GO TO 3028 

3050 FOR b-st TO f t - RESTORE 493 
8*bT2 : READ v*.s*,a 
3079 CLS - BEEP .05.2' PRINT "" 
Element - ";j*"" Symbol-- ”;s* 
'' " Atomic number - " ;b" “ Mass 


number - ";a"" Number of proton 
S' - "; b"“ Number of neotons'- " 
;a-b"" Number of electons- ";b 


PRINT 


; q®. 


RIGHT":- FOR 1*1 TU 
BEEP .05,1* NEXT 1- 


WPONG' 


BEEP l.-l 


3060 

5900 

5002 

5004 

5006 

5008 

5O10 

5012 

5014 

5016 

5018 

5020 

5022 

5024 

5026 

5028 

5030 

5032 

5034 

5036 

5038 

5049 
5042 
5044 
5046 
5048 

5050 
5052 
5054 
5056 
505e 

5063 
5062 

5064 
5066 
506e 
5070 

5872 

5074 

5976 

5078 

5060 

5082 

5984 

5086 

5088 

5090 

5092 

5094 

5096 

5098 

5100 

5102 

5104 

5196 

51Q8 

5110 

5112 


PAUSE 
DATA " 
DATA " 
DATA " 
DATA " 
DATA " 
DATA « 
DATA " 
DATA " 
DATA " 
DATA " 
DATA " 
DATA " 
DATA " 
DATA ■ 
DATA " 


de- NEXT b- GO TO 120 
Hydrogen","H",1 
Helium","He",4 
Lithium","Li",7 
Beryllium","Be", 9 
Boron"."B",11 
Carbon", "CM2 
Nitrogen","N", 14 
Oxygen". "O'M6 
Fluorine","F",19 
Neon","Ne",20 
Sodium","Na",23 
Magnesium","M9",24 
Aluminium","Rl",27 
Si!icon","Si",28 
Phosphorus","P",31 


DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

DATA 

C-fiTA 


"SulPhur","S",32 
"Chlorine","Cl",33 
"Argon","A",48 
“Potassium","K",39 
"Calcium","Ca",40 
"Scandium","Sc",45 
"Titanium","Ti",48 
"Vandium",“V",51 
"Chromium","Cr",52 
"Manganese","Mn",55 
"Iron","Fe",56 


Cobalt", 

"Co" 

,59 

Nickel", 

"Ni" 

,59 

CoPPer", 

"Cu" 

,64 

Zinc","Zn",65 

Gallium" 

, "Ga 

", 70 


"Germanium","Ge",73 
"Arenic"."As",75 
"Selenium","So",79 
"Bromine","Or",80 
"KryPton","Kr",84 

"Rubidium","Rb",85 
"Strontium","Sr",88 
"Yttrium","Y",89 
"Zirconium","Zr",91 
"Niobium"."Nb",93 
"Molybdenum","Mo",96 
"Techrtium","Tc",98 
"Ruthrnium","Ru",102 
"Rhodium","Rh”,163 
“Palladium","Pd",107 
"Silver","ftg'M 08 
"Cadmium","Cd",112 
"Indium","In",115 
"Tin","Sn", 119 
"Antimony ","Sb",122 
"Tellurium"."Te'M 29 
"Iodine","I",127 
"Xenon","Xe",132 
“Caesium",“Cs",133 
"Barium"."Ba",136 
"Lanthanum" . "Lai' ^13* - 


5114 DATA "Cerium","Ce",140 
5116 DATA "Praseodymlurn","Pr", 14 
1 

5118 DATA "Neodymium","Nd",144 
5120 DATA "Promethium", "Pm'M4G 
5122 DATA "Samarlum","Sm",l50 



22 


SINCLAIR PROGRAMS October 1983 



























C HRISTOPHER EDE of Grims¬ 
by, South Humberside wrote 
Periodic Table for Spectrum 
owners who are studying chemistry. 
The program will print on-screen the 
entire periodic table, or a selected part 
of it. Each element is shown, together 
with its symbol, its mass numbers and 
the appropriate number of protons, 
neutrons and electrons. 

The advantage the program has over a 
table in a book is that it will also test 
you on the entire periodic table or on 
any part of it. 


5124 

5126 

5128 

5130 

5132 

5134 

5136 

5l3e 

5140 

5142 

5144 

5146 

5148 

5150 

5152 

5154 

5156 

5158 

5160 

5162 

5164 

5166 

5168 

5170 

5172 

5174 

5176 

5178 

5180 

31 

5182 

5184 

5186 

5188 

5190 

5192 


DATA "EuroPium", n Eu",152 
DATA "Gadolinium"."Gd",157 
DATA "Terblurn","Tb’M 59 
DATA "Dysprosium", "Du",162 
DATA "Holmium","Ho",165 
DATA "Erbium",“Er“,167 
DATA "Thulium","Tm",168 
DATA " Ytterb ium", "Yb" ,173 
DATA "Lutetium","Lu",175 
DATA "Radium","Ra",226 
DATA "Tantalum","Ta",181 
DATA "Tungsten","W",184 
DATA " Rhen 1 u.m ", " Re ", 186 
DATA "Osmium","Os",190 
DATA "Iridium","Ir",193 

DATA "Platinum","Pt",195 
DATA "Gold","Ru",197,80 
DATA "Mercury","H9",201 
DATA "Thallium","Tl",205 
DATA "Lead","Pb",207 
DATA "Bismuth","Bi",209 
DATA "Polonium","Po",210 
DATA "RStatine","At",210 
DATA "Radon","Pn",222 
DATA "Franciurn","Fr",223 
DATA "Radium","Ra",226 
DATA "Actinium","Ac",227 
DATA "Thorium","Th",232 
DATA "Protoactinium","Pa",: 

DATA "Uran i urn","U",238 
DATA "Neptunium","HP",237 
DATA "Plutonium","PI",233 
DATA "Rmerlclurn","Am",243 
DATA "Curium","Cm",245 
DATA "BerP*lium","Bk",249 


5194 DATA "Californium","Cf",249 
5196 DATA "Ernst l mum", "E",255 
5198 DATA "Fermium","Fm",255 
5208 DATA "Monde1evium","Mv",256 
5262 DATA "Nobellurn","No",255 
5204 DATA "Laurer.cj urn", "Lu", 256 

























OVE AROUND the grid 
avoiding the blue squares but 
to cross all the yel- 
the exit, 
all moves must be 
entered in advance. Enter them as 
“F”—forward, “B”—backward, “L”— 
left, “R”—right, and “S” when you 
have entered your moves to start your 
arrow moving. 

Pathway runs on the 16K Spectrum 
and was written by Kevin Macdonald of 
ShefField. 


40 POKE 23653,8 
50 LET Y=1 
60 LET SC=0 
70 LET J-8 
80 LET PH-18 
98 GO SUB 760 

100 FOR 3=USP "a" TO USR "D"+7 
110 REfiD q- POKE J.q NEXT a 

129 DRTfi BIN ill11111,BIN 10800 
001,BIN 10000001,BIN 10008001,BI 
N 10000001,BIN 10080081,BIN 3008 
0001,BIN 11111111 

130 DRTfi BIN 00009000,eiN 00010 
00,BIN 00000100,BIN 01111110,BIN 

00000100,BIN 00001000,0,0 
140 DRTfi 0,BIN 00010000,BIN 00! 
00000.BIN 01111110,BIN 00100080, 
BIN 00010000,0,0 
150 DRTR 0,BIN 00001000.BIN 808 
01000,BIN 00001000, BIN 00101010, 
BIN 00011100,BIN 03001000.0 
160 FOR b-0 TO 10 
170 PRINT RT B,0; INK 0; BRIGHT 
1;" RfiRRRRRfiRRRRRRPRRRRRRRRRRRRR 
RfiflfT; BRIGHT 0 
180 NEXT b 

200 FOR R-l TO 80+<X*3*10> 

210 LET fll-INT <RND*18> 

220 LET R2-INT <RND*32> 

230 PRINT RT fil,R2; INK 1; PPPE 
R 1 ; " . " 

240 NEXT R 

250 FOR R-l TO 3 

260 LET Yl-INT <RND*31>+1 

270 LET Y2-INT <RND*17> 

280 PRINT RT Y2,Y1; PfiPER 6; IN 
K 6;"T" 

290 NEXT R 

295 PRINT RT 0,0; INK 0; PRPER 
0 ; " + 


300 REM ENTER DIRECTIONS 
310 DIM DS<200,1> 

320 PRINT RT 21,0; FLRSH 1;" 

PRESS ENTER TO STRRT 
330 PAUSE 0 
340 PRINT RT 21,0;" 

N 

350 LET PV=INT <RND*31>+! 

368 PRINT RT 13,PV; FLASH l;"t" 
378 PRINT RT 20,0; 

380 FOP R-l TO 208 
390 PAUSE 0 

400 IF INKEY*-"L" OP INKEY*-"S" 
OP INKEYS= U R H OR INKEYS-“F M OP 
INKEY*="e c ’ THEN GO TO 438 
410 IF INKEYS-" " THEN GO TO 39 

0 

420 GO TO 398 

430 IF INKEYS="S” THEN GO TO 43 

0 

440 LET D*<fi>»INKEY* 

450 PRINT INKEY*; IF R-31 OR R 
-62 OR fl-93 OR fl-124 OP R-l65 TH 
EN PRINT RT 20,0;" 

"« PRINT RT 20 

, 0 ; 

460 BEEP .05,-10- BEEP .05,10 

470 NEXT fl 

480 LET Rl-fl 

490 PRINT RT 20,0;" 

•• 

500 FOR R-l TO 200 
520 LET PHL-PH- LET PVL=PV 
530 IF fi-Rl THEN GO TO 670 
540 IF D*(R >«"F" THEN LET PH-PH 
-1= LET OS-"T M 

550 IF D*< fl >-"R" THEN LET PV-PV 
+1' LET QS»"B : 

560 IF DSC R >-"L" THEN LET PV-PV 


-1> LET Q9= "C" 

570 IF DSC R >="B" THEN LET PH=PH 
+1 LET 08="D" 

580 IF SCREENS CPH,PV>="." THEN 
LET Y=0 

598 IF SCREEN* <PH,PV>-"T" THEN 
LET SC-SC+1- BEEP .5,48 
680 IF SCREENS <PH,PV>*"+" AND 
SC-3 THEN GO TO 718 
610 PRINT OVER 1;RT PH,PV;0$ 

620 PRINT RT 19,0;DSCR> 

630 PRINT RT PHL,PVL; BRIGHT 1 ; 
PRPER 7; "fT 

640 IF Y-0 THEN GO TO 678 
650 BEEP .03,30 s BEEP .03,0’ BE 
EP .03,30 
660 NEXT R 

670 PRINT RT 21,0; FLRSH 1; PRP 
EP 6; INK 0;" YOU HAVE CR 

ASHED 

680 BEEP .3,10' BEEP .3,28 

690 IF INKEYS-"" THEN GO TO 670 
708 RUN 

710 PRINT RT 21,0; FLASH 1; INK 
1; PRPER 6," WELL DO 

NE 

720 BEEP .3,30’ BEEP .3,35 
730 IF INKEYS-"" THEN GO TO 718 
740 PRINT RT 20,11;"SCORE-";fl 
750 RUN 
760 CLS 

770 PRINT " ENTER DIFFICULT 

Y NO."' PRINT 

780 PRINT " 1-ERSY" 1 PRINT " 
2-HARD”' PRINT " 3-IMPOSSIBLE" 

790 PAUSE 0 
800 LET X-VRL INKEYS 
810 PETUPN 


SINCLAIR PROGRAMS August 1983 


47 






D eployment strategy is 

a game of tactics and cunning 
which was sent by Jerome Las- 
kowski of London SE6 for use on the 
16K ZX-81. 

The enemy’s regiments are lined-up 
on the battlefield at the left of the 
screen. Your less-willing soldiers arrive, 
a regiment at a time and, by keying-in a 


letter between A and J, you position 
them on the front line where they fight 
against the equivalent enemy force and 
the stronger wins a point. 

The victorious regiment then moves 
to the right of the screen, where it takes 
position for the next battle. 

As a further test of your skill you 
must estimate before each battle how 


many fights your troops will win. A 
correct answer earns three bonus 
points, an incorrect one means you lose 
three points. 

The war ends when either you or 
your enemy has a lead of 10 or more 
points at the end of a battle. 

Lower-case letters in brackets are 
graphics instructions. 


5 DIM RC44 > 

10 DIM fi*< 2,9) 

15 LET RSC 1 >»"C nine Graphic Hs 

>" 

20 LET A*C2>""Cten inverse SPR 
CEs >" 

25 RflND 0 
30 FRST 
40 CLS 

50 LET RC 41 )«RC 41>+l 
60 PRINT RT 0,6;"DEPLOYMENT ST 
RRTEGY",,,TAB 27;"NEXT";TAB 9;"B 
RTTLE ";R< 41);TAB 26;"BATTLE" 

70 LET BS“" THE ENEMY" 

80 LET RC 43 )-0 
90 LET R<44>-0 
95 FOR P-9 TO 40 
100 PRINT RT 15,P-9;".";RT 19,P 
-9;". " 

185 NEXT P 
110 GOSUB 600 
120 LET 1-1 
130 GOSUB 800 
140 LET 1-21 
150 GOSUB 800 
155 SLOW 

160 PRINT RT 21,2;"YOUR ESTIMRT 
E PLEASE, GENERAL" 

170 INPUT EST 

180 IF EST<0 OR EST>10 THEN GOT 
0 170 

190 PRINT RT 17,4;"ESTIM ";EST 
200 FOR J-21 TO 38 
210 PRINT RT 21,2;" 

•I 

220 LET P-J 

230 IF R(P)<>0 THEN GOTO 320 


240 LET VRL-INT CRND*10> 

250 PRINT RT 21,2;"REINFORCEMEN 
TS : ";RSC1,1 TO VRL >;VRL 
260 INPUT PS 
270 LET P-CODE PS-17 
280 IF P<21 OR P>30 THEN GOTO 2 
60 

290 IF RC P-20 >-0 THEN GOTO 260 
380 LET fl< P)-VRL 
310 GOSUB 1000 

320 IF fl<P >-RC P-20) THEN GOTO 4 
00 

330 LET H-0 

340 IF RC P >>RC P-20 > THEN LET H- 

1 

350 LET AC 43 >-RC 43 >+H 
360 LET RC 44 )—RC 44 >41-H 
370 PRINT RT 4+RC 44-H >, 27+4*H; C 
HRS C RC P+C H-1>*20 >+28-128*C H-1> > 
380 LET RC RC 44—H )+10+H*20 >—RC P* 
CH-1>*20> 

390 GOSUB 600 

400 PRINT RT P-16,13;" " 

410 LET RC P-20 >-0 
420 LET RCP>-0 
430 NEXT J 
440 LET H—1 

450 IF RC 43 >-EST THEN LET H-2 
460 PRINT RT 21,2;"LOSE 3 POINT 
S FOR ESTIMATE" 

470 IF RC43>-EST THEN PRINT RT 
21,2;"GRIN" 

400 FOR J-l TO 40 
490 NEXT J 
500 GOSUB 600 

510 IF RBS RC42X10 THEN GOTO 3 

0 


520 PRINT RT 21,2;"END OF URR - 
YOU LOSE 

530 IF RC 42>>0 THEN PRINT RT 21 
,19; "WIN " 

540 STOP 

600 IF P>35 THEN GOTO 630 
610 LET RC 42 )-RC 42 )+2*H-l 
620 PRINT RT 18,4;"GRINS ";R<43 

> 

630 LET NME-CRBS RC 42 >-RC 42 > >/2 
640 LET YOU-CRBS RC 42 )+RC 42 > >/2 
650 PRINT RT 16,18;"SCORE : ";TRB 
20;"ENEMY ";NME,TRB 20;"YOU 
; YOU, 

660 RETURN 
800 FOR P-I TO 1+9 
810 IF RC P+10 )-0 AND P>20 THEN 
RETURN 

820 IF RC P+10 >-0 THEN LET RCP+1 
8>-INT C RND*8+2 > 

830 LET RC P >-RC P+10 > 

840 LET RC P+10 >-0 
850 GOSUB 1000 
860 NEXT P 
870 RETURN 

1000 IF 1-1 THEN PRINT RT P+4,0; 
BSCP>;".";TAB 13;CHRS CP+37>;TRB 
25;".";TRB 29;CHRS CP+37) 

1010 PRINT RT P-I+5,13+SGN CI-5> 
*C RC P >+2 >; RC P >; 

1020 IF 1-21 THEN PRINT RT P-16, 

14;" "; 

1030 PRINT RSC l+C21-*/20, 1 TO R 

CP>> 

1040 RETURN 


SINCLAIR PROGRAMS June 1983 


47 



timijsuj 


/ 


2 LET FED-0 

3 LET 1-0 

4 LET SET-1000 

5 LET IN1T-91&0 

6 GOSUB INIT 
14 LET At-"" 

17 CLS 

20 LET NU-0 
22 LET Efi-u 
24 LET WE-0 

26 LET SO-0 

27 LET UP-0 

28 LET 00-0 
30 LET It-"" 

32 FRST 

35 GOSUB SET 
40 CLS 
45 PRINT I* 

50 LET FGUND-0 
52 LET P-0 
60 GOTO 3600 
70 SLOW 
e0 GOTO 100 

30 IF ft*-"LOOK" RND NOT FOUND 
THEN PRINT "I CAN""T SEE ANYTHIN 
G SPECIAL" 

100 PRINT "WHAT SHALL I 00 ?" 

101 SLOW 

102 INPUT JS 

103 IF Jt-"" THEN GOTO 100 

104 CLS 

106 LET A-RNO 

107 IF SET-1240 RND A>.35 THEN 
PRINT "THE DOG AWOKE AND KILLED 
YOU" 

108 IF SET-1240 AND A>.35 THEN 
GOTO 3000 

109 GOSUB 500 

110 PRINT A*;" ";B* 

111 IF 8*-"" THEN GOTO 115 

112 IF 8S<1" THEN LET B*=8i 
<2 TO > 

113 IF At-"TAKE" UR A**"GET" OR 
AS-"PUT" UR A*-"DROP" THEN LET 

6*-B$+" 

114 IF B*=" " THEN GOTO 112 

115 IF A*-"N" AND NOO0 THEN LE 
T SET-NO 

120 IF R$="S" AND SOK>0 THEN LE 
T SET-SO 

130 IF At- M W" AND WEO0 THEN LE 
T SET-WE 

140 IF A*="E" AND ER<>0 THEN LE 
T SET-EA 

150 IF Af-"D" AND D0<>0 THEN LE 
T SET-DO 

155 IF RS="N" OR AS=“S" OR A*-" 
W" OR A*-“E" OR AS-"D" THEN GOTO 

20 

156 IF A*-"U" AND SETO1210 AND 
SETO1240 AND SETO1450 THEN GO 

TO 158 

157 IF Rt-"U" THEN GOTO 6000 

158 FAST 

160 IF A*-"R" THEN GOTO 40 
170 IF A*="H£LP" THEN PRINT "NO 


CHANCE MATE" 

175 IF A*-"HELP” THEN GOTO 100 
180 IF A*-"TAKE" OR AS-"GET" TH 
EN GOTO 2000 

185 IF A*-"SAVE" THEN GOTO 9800 
190 IF A*- PUT" OR A*-"DROP" TH 
EN GOTO 4500 

200 IF A*-"OPEN" THEN GOTO 2500 
205 IF At-"FEED" THEN GOTO 3500 
210 IF At-"LOOK">- GOTO 60 
215 IF Af-"SWIM" THEN GOTO 4000 
225 IF At-"LIGHT" THEN GOTO 750 

0 

230 IF At-"READ" THEN GOTO 6500 
240 IF At-"UNLOCK" THEN GOTO 30 
00 

250 IF At-"I" THEN GOSUB 5500 
255 IF At-"I" THEN GOTO 100 
260 IF At-"INSERT" THEN GOTO 70 
00 

275 IF At-"QUIT" THEN GOTO 3000 
280 IF A*-"SAVE" THEN GOSUB 3*0 

0 

490 IF LEN Rt=l THEN PRINT “I C 
AN""T " 

491 IF LEN AS-1 THEN GOTO 100 


498 PRINT "I CAN”"T ";AS. 


;B9 


499 GOTO 100 

500 IF JtC1 " AND LEN J*>1 T 

HEN LET TO > 

501 IF Jttl>-" n THEN GOTO 500 

502 LET SP-0 

503 LET At-"'* 

504 LET e#="" 

505 FOR N-l TO LEN J* 

507 IF Jt< N " " AND NOT SP THE 
N LET SP-1 

508 IF Jt<N>=" " AND NOT SP THE 
N GOTO 520 

510 IF SP-0 THEN LET RS-AS* J*', N 

> 

515 IF SP>0 THEN LET Bt-Bt+jt'N 

> 

520 NEXT N 
530 RETURN 

1000 LET It-"YOU ARE IN A FOREST 
. THERE ARE PATHS LEADING NORTH 
AND SOUTH" 

1010 LET NO-1390 
1015 LET SO-1030 
1020 RETURN 

1030 LET It-"YOU ARE IN A FOREST 
, WITH PATHS LEADING NORTH AND E 
AST RND A CLEARING TO THE WES 
T" 

1035 LET NO-1000 
1040 LET EA-1030 
1045 LET WE-1060 
1050 RETURN 

1060 LET It-"YOU ARE IN A CLEARI 
NG. IN THE CENTRE IS A TIME MA 
CHINE, WHICH LACKS A POWER SOURC 
E. EXIT ERST" 

1070 LET EA-1030 
1080 RETURN 

1090 LET It-"YOU ARE IN A FOREST 





. THERE IS A PATH RUNNING EAST-W 
EST" 

1180 LET WE-1030 
1105 LET EA-1120 
1110 RETURN 

1120 LET It-"YOU ARE IN THE FORE 
ST. THROUGH A GAP TO THE NORTH 
YOU CRN SEE ALAKE. THE PATH RUNS 
EAST-WEST AND THERE IS A CAVE 
TO THE SOUTH" 

1125 LET ER-1300 
1130 LET WE-1030 
1135 LET SO-1150 
1140 RETURN 

1150 LET It-"YOU ARE IN A SMALL 
CAVE. DAYLIGHT IS TO THE 

NORTH. THERE IS A DOOR TO THE WE 
ST RND AN OPENING TO THE SOUT 
H" 

1160 LET SO-1130 
1165 LET NO-1120 
1170 RETURN 

1180 LET It-”YOU ARE IN A LARGE 
CAVERN. THEREIS A CHEST LYING IN 
ONE CORNER, AND A SKELETON IN A 
NOTHER. THE ONLY EXIT IS TO THE 
NORTH" 

1190 LET NO-1150 
1200 RETURN 

1210 LET It-"I CAN""T SEE A THIN 

G“ 


34 


SINCLAIR PROGRAMS February 1984 





K EITH BE VAN, aged 14, of Ste¬ 
venage, Herts wrote Timeslide, 
a 16K ZX-81 adventure game. 
Your time machine crashes in the dim 
and distant past. To return to your own 
time you must repair your craft. With 
trial and error, make a plan of your 
environment and collect the objects you 
think may be of use. The computer will 
accept direct commands, i.e., verbs fol¬ 
lowed by nouns. These are: 


Take or get Drop or put 

Open Feed 

Look Swim 

Light Read 

Unlock Insert 

Quit 

The abbreviations for directions are 
N,S,E,W, and D for descend and C for 
climb. I will bring up the inventory and 
R repeats the description. Bevan sold his 
ZX-81 recently, this is his final offering 
before he upgrades to a Spectrum. 


1220 LET UP-1150 
1230 RETURN 

1240 LET I•-"YOU ORE IL A LONG P 
ASSAGE. YOU CRN HEAR THE SOUND 
OF DRIPPING WATER. TO THE NORTH 
IS A FLIGHT OF STAIRS WITH A LA 
RGE DOG SLEEPING ON THE BUT 

OM STEP" 

1250 LET SO-1210 
1260 RETURN 

1270 LET I*-"YOU ARE ON AN ISLAN 
D IN THE CENTRE OF THE LAKE. 

THERE IS A HOLE IN THE GROUND 
WITH A STAIR-CASE IN IT- 
1280 LET DO-1240 
1280 RETURN 

1300 LET IS="YUU ARE BESIDE A LA 
K£. THERE IS AN ISLAND IN THE Ml 
DOLE OF THE LAKE. TO THE WEST 1 
S THE FOREST AND TO THE NORTH IS 
A ROCKERY" 

1310 LET NO-1330 
1315 LET WE-1120 
1320 RETURN 

1330 LET IS=“YOU ARE IN A ROCKER 
Y. THE LAKE IS TO THE WEST/ AND 
THERE ARE SOME REEDS TO THE N 
ORTH" 

1340 LET NO-1360 
1345 LET SO-1300 


1350 RETURN 
1360 CLS 

1365 PRINT "I HAVE FALLEN INTO A 
SWAMP. GLUG.GLUG_GLU 


1370 GOTO 3000 

1390 LET I*="YOU ARE IN A SHRUBB 
ERY. THE FOREST IS TO THE SO 
UTH. THE LAKEIS TO THE EAST/ AND 
MEADOW IS TO THE NORTH- 
1400 LET NO -1420 
1405 LET SO-1000 
1410 RETURN 

1420 LET I*-"YOU ARE IN A MEADOW 

. THE LRKE ISTO THE SOUTH-EAST. 

TO THE SOUTH IS THE SHRUBBERY AN 

D TO THE EASTIS A TOWER- 

1430 LET EA-1450 

1435 LET SU-1330 

1440 RETURN 

1450 LET 1*="YUU ARE AT THE FOOT 
OF A TOUER. THERE IS NO DOOR To 
BE SEEN. TO THE WEST IS THE MEA 
DOW AND TO THE EAST ARE SOME R 
EEDS." 

1455 LET EA-1360 
1460 LET WE-1420 
1465 LET UP-14B0 
1470 RETURN 

1480 LET 1*=*'Y0U ARE AT THE TOP 


SINCLAIR PROGRAMS February 1984 









OF THE TOWER THERE IS NO DOOR UP 
HERE EITHER" 

1490 LET DO*1430 
1300 RETURN 

2000 IF I>*5 THEN PRINT "I CAN"" 
T CARRY ANYMORE" 

2005 IF I>*5 THEN GOTO 180 
2O10 IF BS-"" THEN PRINT AS;" WH 
AT ?*' 

2013 IF BS="" THEN INPUT BS 

2015 IF BS-'"' THEN GOTO 100 

2020 LET FOUND-0 

2025 FOR N-l TO 12 

2030 IF I(N)<>SET THEN GOTO 2053 

2033 IF OS'* NX >&»'. 1 TO 15> THEN 

GOTO 2055 

2035 PRINT "OK..." 

2040 LET FOUND*l 
2045 LET I<N>0 
2050 LET 1*1+1 
2055 NEXT N 

2060 IF FOUND-0 THEN GOTO 409 
2065 GOTO 100 

2500 IF BS="" THEN PRINT "OPEN W 
HAT ?" 

2505 IF BS-"" THEN INPUT B* 

2510 IF BS*”" THEN GOTO 2500 

2511 CLS 

2513 IF BS="DOOR" AND SETOU50 
THEN PRINT "WHAT DOOR" 

2520 IF 8S="D00R" AND SETOl 150 
THEN GOTO 499 

2525 IF BS*"DClOR" AND UNO-0 THEN 
PRINT "IT""S LOCKED DUMBO.." 
2530 IF B*="DUOR" AND UND-0 THEN 
GOTO 433 

2535 IF BS="DOOR" THEN PRINT "TH 
ERE IS A STAIR GOING DOWN." 

2540 IF BS="DOOR" THEN LET DO-12 
10 

2545 IF BS-"DOGR" THEN GOTO 100 
2550 IF BS-"CHEST" AND SETOl 180 
THEN PRINT "I SEE NO CHEST" 

2555 IF BS*"CHEST” AND SETOl 180 
THEN GOTO 100 

2560 IF BS-"CHEST" AND NOT UNC T 
HEN PRINT "IT""S LOCKED" 


2565 IF BS-“CHEST" AND NOT UNC T 
HEN GOTO 100 

2570 IF BS-"CHEST" THEN PRINT "0 


3550 LET FED-1 

3555 LET UP-1270 

3560 PRINT "MUNCH, MUNCH" 

3565 LET 102 >-1180 
3570 GOTO 100 

4000-IF SET-1120'OR SET-1270 OR 
SE—1300 OR SET-1338 OR SET-1390 
OR SET*1420 THEN PRINT "BRR. THE 
WATER IS TO COLD" 

4005 IF SET-1120 OR SET-1270 OR 
SE-1300 OR SET-1330 OR SET-1390 
OR SET-1420 THEN GOTO 100 
4010 PRINT "THERE IS NO WATER HE 
RE" 

4015 GOTO 100 

4500 IF BS-"" THEN PRINT "DROP W 
HAT ?" 

4502 IF BS="" THEN INPUT BS 

4503 IF BS-"" THEN GOTO 4500 
4505 FOR N-l TO 12 

4507 IF BSC 1>=" " THEN LET BS-BS 
(2 TO > 

4508 IF BSC 1>-" " THEN GOTO 4507 
4510 IF Ic N >< >0 THEN GOTO 4545 
4520 IF G$< N >< >BSC 1 TO 15 > THEN 
GOTO 4545 

4530 LET IC N >-SET 
4532 LET FOUND-1 
4535 PRINT "OK..." 

4540 LET 1=1-1 

4545 NEXT N 

4555 GOTO 100 

5500 LET FOUND-0 

5505 FOR N-l TO 12 

5510 IF IC N >< >0 THEN GOTO 5530 

3515 i F NOT FOUND THLN PRINT "I 

HAVE THE FOLLOWING.." 

5520 PRINT TAB 10;" A ";0$CN> 
5325 LET FOUND-1 
5530 NEXT N 
5555 RETURN 

6000 IF SET-1240 THEN GOTO 6100 
6002 IF SET-1210 THEN LET SET-UP 
6005 IF SETO1450 THEN LET SET-U 


2575 IF BS-"CHEST" THEN PRINT "T 
HERE IS NOTHING IN THE CHEST- 
2580 IF BS-"CHEST" THE* GOTO 100 
2585 GOTO 499 

3090 IF BS-"" THEN PRINT "UNLOCK 
3005 IF &S« H " THEN INPUT E* 

3010 IF BS-"" THEN GOTO 3000 

3011 CLS 

3013 IF BS-" • THEN LET BS-BSC2 
TO > 

3015 IF BS—"DClOR" AND SETOl 130 
THEN PRINT "WHAT DOOR ?" 

3020 IF BS-"DGOR" AND SETOl 150 
THEN GOTO 100 

3025 IF. IC 7 >>0 THEN GOTO 499 
3030 IF B*-“DOOR" THEN LET UND-1 
3035 IF UND-1 THEN PRINT "CLICk 


3040 IF UND-1 THEN GOTO 100 
3845 IF BS-"CHEST" AND SETOl 180 
THEN PRINT "WHAT CHEST ?" 

3050 IF &S-"CHEST" AND SETOl 188 
THEN GOTO 106 

3055 IF BS-"CHEST" THEN LET UNC- 


3060 IF BS-"CHEST" THEN PRINT "C 
LUNK" 

3065 IF BS*"CHEST" THEN GOTO 100 
3070 GOTO 499 

3500 IF BS-"" THEN PRINT "FEED W 
HAT ?" 

'3505 IF BS»“" THEN INPUT BS 
3510 IF &S*"“ THEN GOTO 3500 
'3515 IF BS< >"DOG" THEN PRINT "DU 
N""T BE SILLY" 

•3520 IF BS< >"DClG" THEN GOTO 4*9 
3525 IF SETOl240 THEN PRINT "TH 
ERE IS NO DOG HERE" 

3530 IF SETOl240 THEN GOTO 100 
3535 IF IC 12»0 THEN PRINT "I HA 
VE NO DOG FOOD" 

3540 IF IC12>>0 THEN GOTO 100 
3545 LET 1=1-1 


6010 IF SET-UP THEN GOTO 20 
6020 IF I<3»0 THEN PRINT "THERE 


36 


SINCLAIR PROGRAMS February 1984 









IS NO WRY UP" 

6030 IF It3»G THEN GOTO 100 
6040 IF UP>0 THEN LET SET-UP 
6058 IF SET=UP THEN GOTO 20 
6066 PRINT "I CAN""T GO UP" 

6O70 GOTO 100 

6100 IF FED-0 THEN PRINT "THERE" 
"S fl DOG IN THE WRY" 

6110 IF FEO-0 THEN GOTO 100 
6120 LET SET-1270 
6130 GOTO 20 

6500 IF BS-"" THEN PRINT AS; " W 
HAT ?*• 

6310 IF BS-"" THEN INPUT B* 

6520 IF BS-"" THEN GOTO 6500 
6530 IF BSO" MANUSCRIPT" THEN GO 
TO 439 

6340 IF It 11 >>0 AND SETO1480 TH 
EN PRINT "I DO NUT HAVE ";BS 
6550 IF I< 11 >>0 AND SETO1480 TH 
EN GOTO 100 
6555 CLS 

6560 PRINT "THE MANUSCRIPT SAYS' 

PP3 - TM I 

SLAND " 

6570 GOTO 100 

7000 IF SETO106G OR I<9> THEN G 
OTO 499 

7010 PRINT "YOU HAVE SUCLESFULLY 
COMPLETED THE ADVENTURE." 

7015 PRINT 

7020 PRINT "YOUR TIME SHIP TAKES 
OF FOR YOUR OWN TIME." 

7025 PRINT AT 14,!2;" <fa*isP > " 

7026 PRINT AT 16,12;" <6*isP> " 

7027 PRINT AT 13,12;" CxsP >";TRB 
17; " < isP > " 

7038 LET 2=INT t RNDT250>+1995 
7040 FOR A-2003 TO 1933 STEP -1 
7050 PRINT AT 13,13;A 


7060 NEXT A 
7070 PRINT 
7100 GOTO 900O 

750O IF BS-"" THEN PRINT "LIGHT 
WHAT ?" 

7510 IF &*="" THEN INPUT BS 
7520 IF BS="" THEN GOTO 7500 
7530 IF It8»0 THEN GOTO 499 
7340 IF SET-1210 THEN LET NO-124 
0 

7550 IF NO>0 THEN PRINT "YOU ARE 
IN A SMALL ROOM. THERE IS A ST 
AIR CASE TO THE EAST AND R DAMP 
PASSAGE TO THE NORTH." 

7560 IF NOO0 THEN GOTO 100 
7578 PRINT "THAT DIDN""T DO MUCH 
GOOD" 

7586 GOTO 180 
8000 CLS 

8010 PRINT TIME 

SWITCH -==-== 

sassaoTiina^c" 

3020 PRINT 
8030 PRINT 

8040-PRINT " YOU ARE STRANDED 
IN THE DIM AND DISTANT PAST. YU 
U MUST FIND YOUR WRY BACK TO YUU 
R OWN TIME USING WHAT YUU CAN F 
IND ON YOUR JOURNEY" 

8050 PRINT AT 18,4;"PRESS A KEY 
TO START" 

8860 IF INKEY*-"" THEN GOTO 8060 
8070 GOTO 9509 

9000 PRINT "DO YOU WANT TO TRY A 
GAIN Y OR N" 

9010 INPUT B* 

9020 IF B*-"Y" THEN RON 
9030 STOP 

9100 FAST 

9101 CLS 
9110 DIM I<12 > 


9120 DIM M(12,lb» 

9130 FOR N-l TO 12 
9140 LET X-INT <RND*15> 

9145 LET I< N >-< X#30 ?* 1000 

9147 IF I<N>-1360 THEN GOTO 9140 

9148-IF I<N»1200 AND ItNXl27l 

THEN GOTO 9140 

9150 NEXT N 

9160 LET I<9>»1270 

9170 LET I<7>-1480 

9180 LET 1<11>-1480 

9190 LET It 3>-1060 

9200 LET USt1>-"ROPE" 

9210 LET OSC 2 >-"ROCK" 

9220 LET 0*t3>="LADDER" 

9230 LET 0*t 4 >-"GOLD RING" 

9240 LET OSt 5 >=“GUN" 

9250 LET OSt6 >-"13 AMP PLUG" 

9260 LET OSt7>="GOLDEN KEY- 
9230 LET OSt 8 >*"TORCH" 

9299 LET OSt9>-"BATTERY" 

9308 LET OSt10>-"LOG" 

9318 LET OSt11>-"MANUSCRIPT" 

9320 LET OSt12>-"MARROW-BONE" 
9400 SLOW 

9425 LET UND-0 
9475 LET UNC-0 
9480 GOTO 8000 
9500 RETURN 
9608 FOR N=1 TO l2 
9605 LET P-P+l 

9610 IF KN>=SET THEN GOTO 9630 
9615 IF P-12 THEN GOTO 90 
9620 GOTO 9650 

9630 IF NOT FOUND THLN PRINT ", I 

CAN SEE A_" 

9640 PRINT OStN> 

9630 NEXT N 
970O GOTO 1U0 
9808 SAVE "TV 
9960 GOTO i 








HREE TYPES of alien appear 
on your screen—a large ship, an 
orbiting alien and a descending 
alien. Move your laser base left with 5 
and right with 8. Fire with 1. You gain 
50 points for every orbiting alien de¬ 
stroyed, 100 points for every descend¬ 
ing alien destroyed, and you lose 50 
points for every descending alien which 


1 GOTO 5 

2 SAVE "PHOENIX ATTACK" 

5 GOSUB 2500 

7 LET HI“0 
10 LET SC-0 
15 LET L-5 
20 LET S-0 
■J0 LET T-l 
40 LET B-15 
50 FOR F-0 TO 19 
55 PRINT RT F,0;"<32*isP>" 

60 NEXT F 

70 PRINT "<4*isP 24*99'4*i»P>“ 
60 PRINT "<x*P'2*99'23*9h=2*99 

ISP >" 

90 PRINT RT 0,10;"<11*97>" 

91 PRINT RT L8j"<91) 0 O 0 O 
O 0 <92>" 

92 PRINT RT 2,e;”<i*P'5*94'9t’ 
97-9vb*9«> M 

100 LET Y-INT <RND*27>+2 
110 LET X-5 

150 PRINT RT 19,6>"<isP'91 9r ■1 
*P >" 

170 PRINT RT X, Y;"< 9y■9t >" 

160 PRINT RT X,Y;"<2*isP>** 

260 LET 8-B+<INKEY«-”8" RND B<2 
7>-< INKEY*-"5" AND B>0> 

210 IF INKEY®*"1" THEN GOSUB 15 
00 

220 LET X-X+l 

250 IF X-l 9 THEN GOTO 2000 
270 PRINT RT L,T;"<isP 91•92>" 
260 LET T-T+l 

296 IF T*27 THEN GOSUB 906 
300 IF Y<17 THEN PRINT RT 3,15; 

“Oh V 

310 IF INKEY®-"0" THEN GOSUB 10 
00 

320 IF Y>=17 THEN PRINT RT 3,15 
; ’X isP >" 

350 IF 30*1000 OR SC-1050 THEN 
LET S-S+l 

355 IF S=1 THEN PRINT RT 0.0;“ 

n 

400 IF X"ie RNL* <B+1»Y OR B+t-Y 
♦ 1 OR B+2-Y! THEN GOTO 3000 
500 GOTO 150 

900 PRINT RT L,T;"<3*lsP>" 

910 LET T-l 
920 LET L-L+2 

930 IF L-15 THEN GOTO 3000 
950 RETORN 

1000 REM shoot at mother ship 

1003 IF S<1 THEN RETURN 

1005 LET M*16 

1010 LET N-B+l 

1020 PRINT RT 0,0;"<i*P)" 

1030 LET S—300 

1050 PRINT RT M,N;"< 95 >" 

1055 PRINT RT M, N; "< isP >*' 

1070 LET M-M-3 

1098 IF M-3 RNL« Y>-17 THEN RETUR 
N 

1695 IF M-3 RNL) Y< 17 AND N<>15 T 


reaches the ground. Each time the 
orbiting alien succeeds in crossing the 
screen it will begin again, slightly 
lower. 

Once it is three-quarters of the way 
down the screen you will run out of 
time. The game will also end if a 
descending alien lands on your base. 

The ship can be hit only when an 


HEN RETURN 

1100 IF M-3 AND N-15 AND Y<1? TH 

EH GOTO 40O0 

1200 GOTO 1050 

1500 REM fire 

1510 LET M-13 

1520 LET N-6+1 

1550 PRINT AT M,N;"<9e>" 

1555 PRINT AT M,N;“<isP>“ 

1570 LET M-M-l 

1585 PRINT AT X, Y; '*< 9* '9t >" 

1590 PRINT AT X, Y; "<2*i»P >" 

1600 IF N-Y+l OR N-Y THEN GOTO 1 
90O 

1610 IF N=T OR N-T+l THEN GOTO 1 
800 

1620 LET X-X+l 

1630 IF X-1B AND CB+l-Y OR B+l-Y 
+ 1 OR B+2-Y > THEN GOTO 3000 
1650 IF X—19 THEN GOTO 2000 
1660 IF M-5 THEN RETURN 
1759 GOTO 1550 

1800 PRINT AT L,T;"50";AT L,T;"< 
3*1 sP >" 

1810 LET T-l 
1820 LET SC-SC+50 
1890 GOTO 150 

1900 PRINT AT X, Y>"loo";AT X,Y;“ 

<y*isp)" 

1910 LET SC-3C+100 

1990 GOTO 10O 

2000 REM missed erne 

2020 LET SC-SC-50 

2030 IF SC<0 THEN LET SC-0 

2050 GOTO 100 

2500 REM start 

2505 FOR F-0 TO 21 

2510 PRINT “<32*isP>" 

2520 NEXT F 

2525 PRINT AT 1,5;" Phoenix a 
ttack 

2530 PRINT RT 3,5,“out of deep s 
Pace falls" 

2540 PRINT RT 5,4;"the aliens wh 
ich you must" 

2550 PRINT RT 7,4;"destroyry t 
o destroy the" 

2560 PRINT RT 9,4?"orbitin9 a lie 
nsver head" 

2570 PRINT RT 11.4;"hovers the a 
lien mother" 

2580 PRINT RT 13,4;"shiPestroy 
it to end the" 

2590 PRINT RT 15.4;"alien Plot 
ove with keys" 

2600 PRINT RT 17,4;"5 and 8 and 
shoot with 1 

2619 PRINT RT 20,8;"9ood luck" 

2620 PRINT RT 20,0;"<10*isP>*■ 
2630 PRINT RT 19,8;"9ood luck" 
2648 PRINT RT 19,8;"<10*1sP>" 
2650 IF INKEY®-"" THEN GOTO 2610 
2660 RETURN 

3008 REM 9ame over 
3010 CLS 

2820 PRINT RT 5,0;"* SCORE* 


asterisk appears in the top left-hand 
corner of the screen. That means that 
your super laser is ready for its one shot 
of the game. The ship can be destroyed 
only by hitting the graphic A beneath it 
by pressing 0. 

Phoenix Attack was written for the 
16K ZX-81 by S McQuillan of Belfast, 
whose highest score so far is 12,200. 


HI SCORE**’ 

3022 PRINT "******************** 
************" 

3025 PRINT RT 7.5;SC 

303O IF SO-HI THEN PRINT RT 17, 

5;"NEW HIGH SCORE" 

3035 IF SO-HI THEN INPUT B* 

3050 IF SO-HI THEN LET HI-SC 
3060 PRINT RT 7,12;”* ";B*;"..." 

, HI 

3880 PROSE 200 
3090 CLS 

310O PRINT RT 1,3;“WE, THE RLIEN 
S, CHALLENGE YOU TO ANOTHE 

R GAME." 

3119 PRINT RT 5.4" PRESS ANY KE 
Y TO RESET" 

3120 PRINT AT 7,5;"...IF YOU DflR 
E." 

3130 IF INKEYSO*"' THEN GOTO 10 
3200 GOTO 3130 
3906 STOP 

4000 REM mother sh ip destroyed 
4010 LET SC-SC+1000 
4020 PRINT RT 9,9;"bonus'looo" 
4020 PRINT RT 11,4;"alien Plot d 
estroyed" 

4035 PRINT RT 13,7;"ir. this sect 
or 

4040 FOR F-l TO 30 
405O LET X-INT C RNL-Y23 >+6 
4055 LET A-INT <RND*24>+6 
4857 IF X>23 THEN LET X-15 
4058 IF fl>24 THEN LET A-15 
4060 LET Y-INT <RND*4'i 
4065 LET B-INT <RNL»*4) 

4O70 PRINT RT Y,X;"<9t'9w>" 

4077 PRINT RT B,A;"<leP>" 

4038 PRINT AT Y,R; M <98>" 

4090 PRINT AT B,X;"<9h>" 

4100 NEXT F 

4110 FOR F-0 TO 14 

*115 PRINT RT F,2; !, <23*isP )" 

4117 NEXT F 

4120 PRINT RT 8,5;"do you wish t 
o 9o to";RT 10,4;"another sector 
! <y\n>" 

4130 INPUT Z* 

4135 IF 2*-"Y" THEN GOTO 4200 

4150 CLS 

4160 GOTO 3000 

420O PRINT RT 8,5;"<24*isP>" 

4205 PRINT RT 10,4;"<27*isP)" 
4210 LET R-19 
4215 LET B-15 

4220 PRINT RT 7,10;"warp drive" 
4230 PRINT RT fl,B; "<3*1 sP >" 

4240 LET A-A-l 

4245 IF fl-7 THEN GOTO 4300 

4250 PRINT RT R,U;"C91•9r>" 

4266 GOTO 4230 
4200 REM new sector 
4310 PRINT RT fl,10;“C2*isP'9<•9< 
9W'9y *9* 9>'9>'2*lflP>" 

4320 LET S-0 

4330 IF RNO<—0.5 THEN LET S»1 
4350 GOTO 30 



SINCLAIR PROGRAMS October 1983 


13 




14 


SINCLAIR PROGRAMS October 1983 









m 


I N EMERGENCY STOP, two cars' 
appear on the screen. Enter how 
many metres forward you would 
like your car to move. The further you 
move the more points you gain but if 
you advance too far you will crash and 
be dragged away to hospital. In how few 
turns can you reach 100 points? 

Written for the 16K ZX-81 by Ste¬ 
phen Turner of Wolverhampton, West 
Midlands. 


300 PRINT RT 0,0j"WELL DONE YOU 
DID NOT BUMP THAT","ONE.." 

305 PRINT "RND YOU OET ";N;" PO 
I NTS. M 

310 PRINT "PRESS RNY KEY TO PLR 
Y AGAIN" 

320 IF INKEY*-"" THEN GOTO 320 

330 CLS 

340 GOTO 4 

400 PRINT AT 11.0;" 


1 GOTO 700 

2 LET N=0 

4 LET G-INT <RND*S0>+1 

5 LET R*-"< sP 1 2 3*96 >" 

6 LET -33>0" 

7 LET C»-"<sP 5*isP 

0 LET D9-" 0 0” 

9 CLS 

10 FOR R-0 TO 0 

20 LET B-INT <RND*10>+10 
25 PRINT AT ll,A;Ri;AT 12,A;B* 
; AT 13,A;C*;AT 14,A;D* 

50 PRINT AT ll,B;"C2*sP 3*96 >“ 
JAT 12, B j "<4*sP 1 90)'*;AT 13,B;"<5 
*i»P V'; AT 14,8)"0 0" 

55 FOR 1-15 TO 21 

56 PRINT "<32*9d>" 

57 NEXT I 

60 PRINT AT 0,0)"HOW FAR UNTIL 
HE HAS TO BRAKE?" 

65 PRINT "MRX-20" 


70 INPUT H 

75 IF H>20 THEN GOTO 70 
80 PRINT Hj" METREC S >" 

85 FOR X-l TO 50 

86 NEXT X 

90 PRINT AT 0,0;" 


100 LET A’A+1 
105 IF A-H THEN GOTO 20G 
110 PRINT AT 11,A;RJ;AT 12,A;BI- 
; AT 13,A;CS;AT 14,A;D* 

115 PRINT AT 11,B;"< 2*sP•3*96 >" 
j RT 12,8;"< 4*sP•98 >";AT 13,B;"<5 
*i»P>";AT 14,8;"0 0" 

120 GOTO 100 

210 IF A-B-14 THEN GOTO 290 
220 IF R>B-5 THEN GOTO 400 
290 LET N-N+A 

295 IF N>-100 THEN GOTO 1000 


410 FOR 2-1 TO A 

411 NEXT 2 

420 PRINT AT 11,A 
96 92)"; AT 12, A; "> 

sP>";AT 13,A;"<sP- 
;AT 14, A; “< 94 • 97'9. 

421 FOR 0-1 TO 50 


SINCLAIR PROGRAMS October 1983 


51 






422 NEXT fj 

430 PRINT AT 9,R;"<91 96 isP 96 
1 99 r 96 : 92)";RT 10,fl;"<sP 5*isP>" 
;RT ll,flj”<iftP'3*9h isP)“;RT 12, 
R;"<isP3*9f ■x sP>";fll 13, fl;"<5*i 
sP)";RT 14, fi;"(94-97 9r-9*isP'9 

3 >" 

440 FOR G-0 TO 49 

450 NEXT G 

455 PRINT RT 9, A;" 


460 PRINT RT 12, R; ‘< 95 • 2*isp • 2* 
92)";RT 12, fl;"<«P•94 2*xsP- 93)-; 
RT 14, R;" < 94 •3*9f'93 >" 

466 PRINT RT 10,R-l;"<96 io•96> 


“;RT 12 


467 FOR L-0 TO 20 

468 NEXT L 

472 PRINT RT 10,8-1;" ";RT 8, 
fl-3; "G< IsP 94 V 

473 PRINT RT 12,8;" “;RT 12 

/ fl i 11 11 

474 PRINT RT I3,flj'*<94 ^9U'96 95 
• 94 )" ; RT 14-R-l; "<6*1 SP >“ 

475 PRINT RT 8,fl-3;" ";nT 12, 
fi-4; "0";RT ll,A-5;"<96 x*P 94 

RT 10,fl-5;"<9r sP 9e>" 

'476 FOR D=0 TO 5 
477 NEXT D 

480 PRINT RT 12,fl-4;" ";RT ll,fl 
-5;" ";RT 10.R-5;" ";RT 14,fl 
-5; "0< isP -94 >" 

500 FOR P-0 TO 50 
510 NEXT P 
520 FOR V-0 TO R-7 
530 PRINT RT 12,V; " 0";RT 13,V; 
" < i+ >";RT 14, V; " < iu)" 

540 NEXT V 

545 FOR W-A-7 TO 0 STEP -1 
550 PRINT RT 12,W;"0 ";RT 13,U; 


";RT u,rt 

";RT 14,R 


u < l+)0 ";RT 

sP V 

560 NEXT U 


600 PRINT RT 0,0;“YOU WILL BE I 
N HOSPITAL FOR 10-,"WEEKS.AND WI 
LL LOSE 20 POINTS","FOR EXPENLES 

H 

605 PRINT "DRIVE MURE CAREFULLY 
ON YOUR "-"RELEASE." 

610 PRINT ,,,,“PRESS RNY KEY TO 
TRY RGRIN." 

620 IF INKEYS-"" THEN GOTO 620 

621 IF N<-0 THEN GOTO 630 
625 LET N-N-20 

630 GOTO 5 
700 FOR X-0 TO 23 
710 PRINT RT 21,X;"<isP> 0 0" 

;RT 20,X;"(i»P iP 5*isP)";fiT 19, 
X; "< isP ' sP 95 0'98 ; RT 18,X;"< x 

sP sP-3*96)" 

720 PRINT RT 17,X;"<xsP>";RT 16 
,X;"<xsP>";RT 15,X;"t isp>"?RT 14 
,X;"< IsP >";RT 13,X; "< xsP >";RT 12 
,Xj"< isp )“jflT 11 ,X; "< isP >";RT 10 
,X;"< isP V';RT 9,X; "< xsP >";RT 8,X 
i"< isP )" 

725 PRINT RT 7,X;"<xsP <";RT 6,X 
; "< i*P >”;RT 5,X; "< isP >“;RT 4,X;" 

< IsP >";RT 3,X; "< xsP ;RT 2,X; ,, < x 

sP 

727 PRINT RT 21,O;" 
n 

730 NEXT X 

731 PRINT RT 21. U; "< isP >" 

740 PRINT RT 21,24;" 0 ";RT 

28,24;"<4*sP 3TisP V’;RT i*,24;" 

< 4*aP 95 >0" ; RT 18,24; "< AW 2*96 
>" 

750 PRINT AT 21,26;" "; AT 2 

0,26;" ";RT 19,26;" ";RT 
10,26;" 

760 FOR V-30 TO 25 STEP -1 
770 PRINT RT 21,V;"<94 -sP>";RT 
20, V; "< i' ■ sP >";RT 19,V;"0 “ 

780 NEXT V 

790 FOR 020 TO 3 STEP -1 

809 PRINT RT 19,24;“<94>";RT 20 
, 24; "< 97 >" 

810 FOR G-0 TO 10 
020 NEXT G 


830 PRINT RT 19,24;" ";RT 20,24 
; "< 9* >" 

840 FOR G-0 TO 10 

858 NEXT G 

855 PRINT RT C,i;" 

M 

860 NEXT C 

865 PRINT RT 20,1;22*97)" 

870 PRINT RT 3,2;" *EMERGENCY 
STOP*" 

885 PRINT RT 5,2;"THE OBJECT OF 
THE" 

89E PRINT RT 6,2;"LAME IS TO ES 
TIMATE" 

891 PRINT RT 7,2;"THE DISTANCE 
BETWEEN" 

895 PRINT RT 8,2;"THE TWO CARS. 

M 

900 PRINT RT 9,2;"IF YOUR ESTIM 
RTE IS";RT 10,2;"WRONG THE" 

910 PRINT RT 11,2; "CONSECIUENCIE 
S WILL BL";RT 12,2;" fatal.." 

915 PRINT RT 13,2;"THL CLOSER Y 
OU GET";RT 14,2;"THE MORE POINTS 
";RT 15,2;"YOU GET.TRY AND GET"; 
RT 16,2;"10O OR MORE" 

920 PRINT RT 10,1-"PRESS RNY KE 
Y TO CONT." 

930 IF INKEY*-"" THEN GOTO 930 

940 GOTO, 2 

941 STOP 
1600 CLS 

1010 PRINT TAB 6;"EMERGENCY STOP 

n 

1020 PRINT TRB 6;"<14*9s>" 

1030 PRINT RT 6,2;"WELL DONE YOU 
GOT ";N;“ POINTS","AND WOULD PR 
SS YOUR DRIVING TESTFIRST TIME.. 

II 

1049 FOR fl—0 TO 100 

1045 PRINT flT 10,3;"Press any ke 

y to cont..." 

1050 IF INKEYS-"" THEN GOTO 1050 
1060 GOTO 2 

6999 STOP 

9000 SAVE "EMERGENCY STOP" 

9100 RUN 


SINCLAIR PROGRAMS October 1983 





52 


SINCLAIR PROGRAMS January 1984 














\\UW/ 


W ICKED GENERAL DOOM Q(quit), P(press), S(shoot), H(hit), 
has captured Princess Leya. R(run), M(move). Once you have en- 
Your mission is to find her tered M you will be asked F/B/S? (for- 
and take her to safety in your spaceship, ward, backward, sideways). 

Commands to use are T(take), D(drop), You can shoot only when you have a 


blaster and some ammunition. You can 
earn- only three things at a time, includ¬ 
ing the princess. 

Written for the 16K ZX-81 by Jona¬ 
than Huffer of Walsall, West Midlands. 


SINCLAIR PROGRAMS January 1984 









JSJUij 


9070 LET DSC 14 :•=" IN THE LOUNGE" 
9075 LET D*<15)="IN THE COMPUTER 
ROOM" 

9030 LET DS< 10>=''IN A TESTING LA 


9035 LET D*<17)=DS< 5 > 

9090 LET 0*08)="IN THE DEVELOPM 
ENT LAB" 

9095 LET D*< 9>*" IN A LONG CORRIO 
OR" 

9103 LET 0*< 20 >='* IN THE RESEARCH 
LAB" 

9185 LET D*< 23 >="LOST" 

9110 LET D*< 21>="NEAR THE VAULT 
ENTRANCE" 

9115 LET D*< 22IN THE VAULT" 
9120 LET D*<24)-"IN THE JAIL" 
9125 LET D*<25IN A JAIL CELL" 
9130 LET D*C 26 >-"AT THE SECURITY 
DESK" 

9135 LET D*< 2?)■"IN AN ELEVATOR" 
9140 DIM G*<15-25 > 

9145 LET U*<1>="A BLASTER' 

9150 LET 0*< 2 >="A SUPRISED GUARD 


9155 LET 3HINEST0NE NEC 

KLACE” 

9160 LET 0*< 4 >="PRINCESS LEYAS C 
APE" 

9165 LET U*< 5 )*"AN EVIL SCIENTIS 


9170 LET G*< 6 >="AN<<OUT OF ORDER 
»8IGN" 

9175 LET 0*<7>="AN ATTACK ROBOT" 
9180 LET Q®<8>*''THE PRINCESS" 
9185 LET 0*<9>="SOME AMMUNITION" 
9190 LET 0S<10)="SOME GRAFFITI" 
9195 LET 0*Ol)="AN APPLE CORE" 


9222 LET N*=“NOTHING" 

9225 DIM CS< 3-25> 

9238 FOR F=1 TO 3 
9235 LET C$<F)-N* 

9240 NEXT F 
9245 LET P=0 

9250 LET RO=INT <RNDt27>+l 


9255 SLOW 
9500 RETURN 

9900 SCROLL 
9910 SCROLL 

9915 SCROLL 
9999 RETURN 


9210 LET 0*04 )="A MAGAZINE 
9215 LET 0*0 5.''-"NOTH I NO" 
9220 LET S-0 


10 LET A-PI/'PI 
20 LET B-R 
30 LET C-B 
40 LET D-31 
50 LET E-20 
60 LET F-C 
70 LET S-PI-PI 
75 LET U*-"<1*>" 

80 PRINT AT A-B-"<iU>"; AT C-D; 
"O-V-AT E - F; "< 1" ; AT 17-26; "< 

x+- - AT 3-28-U* 

90 LET A«A-<INKEY*-"7" )+<INKEY 
*-" 6 " > 

100 LET B-B-<INKEY*-"5">+<INKEY 
•-" 8 "> 

120 IF 8-0 THEN LET B-30 
130 IF B-31 THEN LET 8-0 
140 LET C-C-<A<OKA>C> 

150 LET D-D-<B<D>+<B>D> 

160 LET F*F-< B<F >+< B>F ) 

170 LET E-E-< A<E )+< A>E) 

180 IF C-A AND D-B OR E-A AND F 
-B THEN PRINT "AHH";S;Z 
185 IF A-10 AND 6-16 OR A-3 AND 
8-20 THEN LET U*-"" 

190 IF A-17 AND B-28 AND US-"" 
THEN GOTO 350 
200 CLS 
300 GOTO 80 
350 LET S-S+l 
360 GOTO 7b 


D amsels in distress was 

written for the IK ZX-81 by 
Stuart Lang of Clarkston, Glas¬ 
gow. Manoeuvre your bold knight (in¬ 
verse O) with the cursor keys to rescue 
the damsel (inverse asterisk) and take 
her to the castle (inverse +). To make it 
easier you can run off one side of the 
screen and you will re-appear on the 
other. You must avoid the dragons (in¬ 
verse ") which guard her. 


54 


SINCLAIR PROGRAMS January 1984 








. .. 


flS 

fsarfmAffifiH 


D O YOU WANT to know if you 
can see the future? 

Andrew Macgregor of Rainhill, 
Merseyside, sent ESP, an irresistible 
routine for testing your pre-cognitive 
abilities. Five abstract symbols are dis¬ 
played and you are invited to decide 
which will be selected. 

You have 25 attempts and could ex¬ 
pect, on a strictly statistical basis, a 
success rate of 20 percent, that is five. 
Any variation from that figure is signifi¬ 
cant. 

Everyone in the office seems strictly 
first-sighted but we feel sure that some 
of our readers will prove to be paranor¬ 
mal. (16K Spectrum). 


t J NUg«PE_l: INK 4: PRINT RT 

1,0} THE E.5.P TEST UPS INVE.NTE 
D BY PROF. vl. B • RHINE IN 1934.": I 
NK 0: INVERSE 0 
10 LET Z =0 
20 FOR t =1 TO 25 

30 LET rp=INT 16fRND): IF rp=0 
THEN GO TO 30 

32 PRINT RT 6,6;CHR$ 144;RT 6, 
10 ; CHR4 14-5; RT 5,14;CHR4 140; RT 
6,18;CHR$ 147;RT 6,22;CHR$ 14S 
34 PRINT RT 7,6;"1";RT 7,10;"2 
" ; RT 7,14; "3";RT 7,IS; "4";RT 7,2 

2 • "g" 

* 35 BEEP ,2,14: BEEP .4,11 
40 INPUT "Guess Which syibOl.E 
nter its No. "; a 

50 IF d <0 OR a>5 THEN GO TO 40 
50 PRINT RT 10,10;CHR4 (143+a> 

: PRINT RT 12,10;"YOU" 

70 PRINT RT 10,25;CHR$ 1143+rp 
): PRINT RT 12,24;"COMPUTER" 

•30 IF a =rp THEN LET Z =Z +1: FOR 
n =1 TO 25: BEEP . 1, a+n : NEXT n: 
INUERSE 1: PRINT RT 13,6;"CORR 
EOT = ";Z; INVERSE 0 

81 IF aorp THEN BEEP .3,(-S-a 


86 PRINT RT 20,10;"GUESSES LEF 
T = "; 25-1; *• " : PRUSE 25: NEXT 

t 

90 LET p=z/25fl00: PRINT RT 12 

' 1 i'*20X" SCOr€ iS -Normal 

100*"IF P >20 THEN PRINT RT 17,5; 
"Your EoP ability is ";<p-20J;** 

X above normal" 

105 IF t < =0 THEN STOP 
110 FOR n =144 TO 148 
120 FOR f =0 TO 7 
125 RERD X 

m v sr chr * 

ISO NEXT n 

lC-0 Sflifi 24,30,66,129,129,66,36 
82 .137,82,137,82,137,8 
180 DRTR 24,24,24,255,255,24,24 
^190 DRTR 153,90,60,255,60,90,15 
q 2 !So D 3I2 255,129,129,129,129,12 
210. STOP 


24 


SINCLAIR PROGRAMS June 1983 











L ESLIE ROBINSON and Trevor 
Leeming of Rotherham, South 
Yorkshire have speeded this short 
space invaders program by writing part 
of it in machine code. The object is to 
kill as many space invaders as possible 
before you run out of fuel or your laser 
over-heats. 

To enter the program first enter the 
short program lines 1 to 80. RUNning 
that should produce two quotation 
marks at the bottom of the screen. Next, 
the three columns of numbers should be 
entered. Enter each two digits separate¬ 
ly and work horizontally across the 
columns. Thus you would begin by- 
typing 2A ENTER and proceed to type 
0E ENTER. 

Once all that data has been typed-in, 
RUN the program again to place all the 
machine code in line 1. Lines 10 to 80 
should then be deleted. The remaining 
line 1 containing the machine code 
should then become line 1 of the main 
program (16K ZX-81). 


2A 

0E 

40 

06 

11 

36 

05 

0E 

21 

2B 

0D 

20 

FC 

5E 

1C 

ID 

20 

22 

36 

05 

0E 

21 

23 

0D 

20 

FC 

36 

00 

0E 

21 

2B 

0D 

20 

FC 

0E 

FE 

0D 

20 

FD 

0E 

FE 

0D 

20 

FD 

10 

D7 

36 

00 

01 

00 

00 

C9 

2B 

2B 

2B 

0E 

05 

23 

36 

00 

0D 

20 

FA 

0E 

IF 

23 

0D 

20 

FC 

36 

00 

01 

OC 

08 

C9 


1 REM zzzzzzzzzzzzzzzzzzzzzz; 
zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz 
zzzzzzzzzzzzzzzzzzzz 

10 LET R$="" 

20 FOR X*16514 TO 16588 
30 IF R$="" THEN INPUT R$ 

40 POKE X,16*CGDE R$+C0DE R$<2 
>-476 
50 SCROLL 

60 PRINT X," TO 2> 

70 LET RS=R5K3 TO > 

80 NEXT X 


2 GOTO 2000 
3 LET HS=8 

6 LET XX=3 

7 LET H$="??????" 

10 LET Q=0 

11 LET SCORE=0 
20 LET R=10 

30 LET L=0 

31 LET B=INT <RND*28> 

32 PRINT RT 21,0;"HIGH SCORE*" 
;HS;" BY ";H$ 

35 PRINT RT 4,B;"<sP*i**sP> M 
40 LET fl=R+<INKEY$="8" RND R<2 


9>-<INKEY**"5" RND R>2> 

50-PRINT RT 19, R-2; "< sP : 93 ! 9w • 
sP >";RT 18, R; 

60 IF INKEY* 85 "©" THEN LET L*US 
R 16514 

61 IF INKEY**"0" THEN LET XX*X 
X+l 

65 IF XX=50 THEN GOSUB 600 

70 IF LO0 THEN LET SCORE-SCOR 
E+l 

71 IF L=0 THEN LET Q=Q+1 

75 IF Q>500 THEN GOTO 1000 

76 IF Q>400 THEN GOSUB 500 

77 IF RND>.95 THEN GOSUB 700 
80 GOTO 30 


8 


SINCLAIR PROGRAMS August 1983 







SINCLAIR PROGRAMS August 1983 


500 PRINT RT 0,0;"FUEL LOW";RT 

720 NEXT Z 

0 , 0 ;"fuel low" 

721 PRINT RT 2,0;" 

501 RETURN 

722 RETURN 

600 FOR F=1 TO 100 

1000 PRINT RT 0,0;"YOUR TINE IS 

- 605 PRINT RT 0,15;"LRZER OVERHE 

UP YOU KILLED ";SCORE;" ALIENS 

ATED ";RT 0,15;;"laser overheate 

ii 

d" 

1010 IF SCORE>HS THEN PRINT "YOU 

606 LET Q=Q+.2 

HAVE ATAINED THE HIGH SCORE" 

620 NEXT F 

1015 IF SCORE>HS THEN PRINT "RLE 

630 PRINT RT 0,15;"LRZER OPERRT 

ASE TYPE IN YOUR NAME FOR QTH 

IONRL 

ERS TO LOOK RT AND WONDER" 

635 LET XX=0 

1016 IF SCOPE >HS THEM TKIPIIT W* 

640 RETURN 

1020 IF SCORE>HS THEN LET HS-SCO 

700 PRINT RT 4,0;" 

RE 

701 FOR 2=26 TO 0 STEP -2 

1025 FOR F=0 TO 100 

784 PRINT RT 2,2;"<94 : i* : 9w : sP* 

1026 NEXT F 

sP V 

1028 CLS 

705 LET R=R+<INKEY®="8" RND R<2 

1030 GOTO 10 

9)-<INKEY$="5" RND R >2 > 

2000 PRINT "SPACE INVADERS 

706 PRINT RT 19,R-2;"CsP* 93 *9w* 

KILL AS MANY AS YOU 

sP;AT 18, A; 

CAN BEFORE YOUR FUEL RUNS OUT 

707 IF INKEY$="0" THEN LET L=US 

USE TO MOVE 

R 16514 

5 LEFT 

710 IF LOO THEN LET SCORE=SCOR 

8 RIGHT 

E+15 

0 TO FIRE LRZER" 

711 IF LOO THEN PRINT RT 2,2;" 

7004 PAUSE 2000 

■i 

7005 CLS 

712 IF LOO THEN RETURN 

7386 GOTO 3 




1 REM "BOXING" 

2 GOTO 6000 

3 LET G=22 

4 G03UB 3000 
3 LET C*22 

0 LET W=0 
10 FOR fl-5 TO 25 
12 LET G*22 

20 PRINT FIT 15,R;"<9s>" 

30 NEXT A 
40 FOR B*13 TO 15 
45 PRINT RT B,3;"<9*>"jAT B,25 
j "< i*P )" 

50 NEXT B 
60 LET F»7 

70 PRINT RT 14,F; " <9u> ";RT 1 
3iF J " <99> "j RT 12,F;" < isP > ";R 
T 11, F; " 0 " 

60 LET V-INT < RND*3> 

62 IF V-l THEN LET F*F+1 
05 IF V»0 THEN LET F-F-l 

66 IF V=2 THEN GOSUB 1500 

67 IF F<7 THEN LET F-7 

68 IF F>23 THEN LET F*23 

210 PRINT RT 14, G;" <93> "j RT 1 
3, G; " <9a> ";RT 12,G; " <isP> ";A 
T 11, G j " 0 " 

220 IF INKEY**"8" THEN LET G=G+ 

1 

225 IF INKEY**"5" THEN LET G-G- 

1 

230 IF INKEY*«"0" THEN GOSUB 20 
00 

231 IF G-2-F RND INKEY**"0" THE 
N GOSUB 4000 

232 IF F+2-G RND V-2 THEN GOSUB 
4500 

235 IF G>*22 THEN LET G*22 

236 IF G<-6 THEN LET G-6 
240 GOTO 70 

1500 PRINT RT 12,F+2j "<97>0";flT 
12,F+2 j"< 97 >0";RT 12,F+2;" m 
1550 RETURN 

2000 PRINT RT 12,G-l;"0< 97 )"; RT 
12, G-l;"0< 97 ;AT 12,G-l j" " 

2010 RETURN 
3000 CLS 

3010 PRINT "WHAT IS YOUR NAME?" 


3020 INPUT N* 

3025 CLS 

3040 LET H=INT <RND*4 ) 

3045 IF H=0 THEN LET R*®*'CLUBBER 
LANG" 

3050« IF H«1 THEN LET A**"ROCKY" 
3055 IF H=2 THEN LET A*-"APOLLO" 
3600 IF H*=3 THEN LET R*="MUHAMID 
RLI" 

3700 PRINT RT 3,0;"IN THE BLACK 
CORNER IS ";TAB 4;N$;RT 6,0;"RND 
IN THE GREY CORNER IS ";TAB 4;A 

* 

3710 PAUSE 300 
3720 CLS 
3730 RETURN 

4010 PRINT RT 1,0;"THE WINNER IS 
"; N* 

4011 PRINT RT 11,F;" ";AT 12,F; 

"0 ";RT 13,F;"<isP ;RT 14,F;"<9 

g,gq y 

4020 GOTO 4700 

4510 PRINT RT 1,0;"THE WINNER IS 
"; R* 

4511 PRINT RT 11,G;" ";RT 12,G; 

" ";RT 13,G;" ";RT 14,G;" < 9w > 

9*.'-9 6 >0" 

4512 PAUSE 200 

4513 CLS 

4515 GOTO 5000 
4700 PAUSE 200 
4720 LET W=W+1 

4722 IF W=14 THEN PRINT RT 21,0; 
"THIS ONES FOR THE CHAMPIONSHIP" 

4723 PAUSE 50 
4725 CLS 
4730 GOTO 10 

5000 IF W*0 THEN PRINT RT 10,0;" 
YOU MAY RS WELL RETIRE" 

5010 IF W>0 RND W<=3 THEN PRINT 
"NOT BAD FOR R BEGINER" 

5020 IF W>3 RND W<-6 THEN PRINT 
"YOU MADE AMetur* boxing champ" 
5030 IF W>6 RND W<=10 THEN PRINT 
"YOU ARE NOW R PROFFESIGNEL" 
5040 IF W>10 RND W<*15 THEN PRIN 
T "YOU LOST IN THE WORLD 
CHAMPIONSHIP" 


8 


SINCLAIR PROGRAMS December 1983 




IF W>15 THEN GOTO 5060 

GOTO 7000 

FOR S*1 TO 100 

PRINT FIT 10.0;"YOU RR.E THE 

boxlri9 cham 
the world";RT 10.0;" 


T HE COMPUTER boxer stands 
at one side of the screen. It is 
controlled randomly, but fast- 
moving. Try to knock it out by moving 
backwards and forwards with keys 8 and 
5 and throwing punches with key 0. 

Boxing was written for the 16K ZX- 
81 by G Toplass of Stoke-on-Trent, 
Staffordshire. 


THEN GOTO 
THEN STOP 


1 


5080 NEXT S 
7000 PAUSE 200 

7010 PRINT "WOULD YOU LIKE RNOTH 
ER GO?" 

7016 INPUT RS 
7020 IF R**"Y" 

7030 IF R**"N" 

8000 CLS 

8030 PRINT RT 15.10;"BY G.TOPLRS 
S" 

8040 PRINT RT 21.0;"PRESS RNY KE 

Y FOR INSTRUCTIONS" 

8050 IF INKEY#*"" THEN GOTO 8050 
8060 FOR R*1 TO 22 
8070 SCROLL 
8080 NEXT R 

8100 PRINT RT 2.0;"THIS IS YOUR 
BOXER" 

8110 PRINT RT 4.15;"0<31**P«isP« 
31*sp 5 9a = Slfcap=gq V 
8120 PRINT AT 10,0j"YOU MOVE HIM 
FOREWORD WITH 5 RND BACKWARD 
S WITH 8. TO MAKE HIM 

THROW fl PUNCH PRESS 0" 

8180 PRINT RT 21,0j"PRESS ANY KE 

Y TO START FIGHTING" 

8180 IF INKEY*="" THEN GOTO 8190 

8195 FOR S=0 TO 22 

8196 SCROLL 
819? NEXT S 
8199 GOTO 3 


SINCLAIR PROGRAMS December 1983 


9 







10 CLERR GO SUB 8000 
20 RESTORE 9000« GO SUB 9000 
30 PRINT RT 21,0; FLRSH IM¬ 
PRESS RNY KEY 

48 IF INKEY#-"" THEN GO TO 40 
50 BRIGHT 0 

60 FOR rt=9 TO 21 PRINT RT 0,0 
;,, ' NEXT n 

70 PRINT RT 10,1;"Press ~Y~ fo 
r the instructions" 

80 IF INKEYS*"" THEN GO TO 80 
90 IF INKEYS*"Y" OR INKEY*-"y" 
THEN GO SUB 8200 
100 LET bS*"0" 1 LET d=l' LET m- 

0 

P-0' LET x-9> LET y-1 
LET yl-y 

PAPER 7- CLS ' IN 

K 0 

150 GO TO 500 

220 IF aS*"5" THEN LET bS=jS L 
ET d—1* BEEP .2,10- GO TO 500 
230 IF a#-"8" THEN LET bS-aS L 
ET d-l> BEEP .2,10' GO TO 500 
240 IF sS-"6" THEN LET bS-aS« L 
ET d=l ; BEEP .2,10* GO TO 500 
250 IF aS*"7" THEN LET bS-aS- L 
ET d—1> BEEP .2, 10 GO TO 500 
260 LET aS=INKEYS' IF aS«"" THE 
N GO TO 260 

270 BEEP .2.0 IF aS="H" OR aS- 
"h" THEN LET P=P + 1= IF P<-5 THEN 
BEEP .2,10 GO SUB 1000' GO TO 
500 

THEN GO TO 3C8 

THEN LET yl-y1+1 
THEN LET y1*y1—1 
320 IF bS="6" THEN LET xl=xl+l 
330 IF bS="7" THEN LET xl-xl-1 
400 BEEP .2,10' CLS 
410 IF y 1=0 RND xl<>15 THEN LET 
y1*1' PRINT RT 2,3;"You are try 
in9 to leave by";RT 4,3;"ttointt t 


hrou9h the entrance";AT 6,ll;"Tr 
y attain"* FOR n-0 TO 258' NEXT n 
' GO TO 500 

420 IF xl=15 AND yl = l THEN LET 
rc=m+i: GO TO 3800 
430 IF a< xl , y 1>=1 THEN PRINT RT 
10.2;"You cannot So throutth wal 
Is.";AT 12,12,"Try attain"' FOR n 
-0 TO 208 NEXT n' LET xl-x' LET 
yl*y’ GO TO 588 
448 LET m=ra+l 

500 CLS ' PRINT RT 1,6;"You are 
look ins ";dS< < VRL b*>-4> 

510 PLOT 8,0 DRAW 0,175' PLOT 
247,0 DRAW 0,175 
520 IF bS="8" OP bS="5“ THEN GO 
TO 800 

530 LET x—x1' LET y=yl 
540 LET dl-d' FOR i*l TO 5 
550 IF a<x+d,y >=1 THEN GO SUB < 
it10>+2088■ LET d-dl* GO TO 260 
560 IF a(x+d,y-l>=1 THEN GO SUB 
<it10>+2860’ GO TO 580 
578 GO SUB <i*10 >+2210 
580 IF aCx+d,y + 1>=1 THEN GO SUB 
<i*10 >+21 10 s GO TO 680 
590 GO SUB <i*10>+2160 
618 LET d=d+dl■ NEXT i 
628 LET d=dl« GO TO 260 
808 LET x=xl = LET y=yl 
810 LET dl-d FOR i=l TO 5 
315 IF y+d=0 AND x<>15 THEN GO 
TO <1*10>+2490 

817 IF y+d=8 OP y+d-32 THEN IF 
x*15 THEN GO TO <i*lO>+2590 
828 IF a<x,y+d>-l THEN GO SUB < 
i*10>+200O' LET d-dl' GO TO 260 
838 IF a< x-1,y+d >-l THEN GO SUB 
<i*10>+2060 GO TO 850 
840 GO SUB <i*10>+2210 
850 IF a< x+1,y+d >*1 THEN GO SUB 
<i*18 >+2110• GO TO 870 
868 GO SUB <i*10>+2160 
380 LET d-d+dl« NEXT i 


898 LET d-dl* GO TO 268 
1000 BORDER 7' PAPER 7> CLS > IN 
K 0 

1010 PRINT RT 0,8;"PLAN OF MRZE 
No.";P 

1O20 FOR n=l TO 20' FOR b-1 TO 3 
1 

103O IF a< n,b >=1 THEN PRINT AT n 

1040 NEXT b' NEXT n 

1850 IF x=9 RND y-1 THEN PRINT A 

T 9,8;">" 

1060 PRINT AT x,v; FLRSH 1;"X" 
1870 IF x< >9 OR y<>l THEN PRINT 
RT 9,1;">" 

1080 PRINT AT 15,1;"<" 

1100 PRINT £1;" YOU ARE WHERE 
THE ~X~ IS." 

1110 PRINT £0;" ENTRANCE = > 
EXIT - <" 

1130 FOR n-0 TO 50 
1140 BEEP .85,n= BEEP .05,50-n 
1150 NEXT n 
1160 CLS > RETURN 
2010 DRAW -239,0' PLOT 8,0- DRAW 
239,0 RETURN 

2028 PLOT 48,32' DRAW 159,0' PLO 
T 48,144' DRAW 159,8> RETURN 
2630 PLOT 88-56' DRAW 95,8> PLOT 
80,120 DRAW 95,0' RETURN 
2040 PLOT 104,72 DRAW 47,0- PLO 
T 104,104. DRAW 47,0> RETURN 
2050 PLOT 128,80' DRAW 15,0’ PLO 
T 120,96' DRAW 15,0' RETURN 
2860 RETURN 

2070 PLOT 8,0' DRAW 48,32' DRAW 
0,111 DRAW -40,32' RETURN 
2080 PLOT 48,32' DRAW 32,24- DRA 
W 0,64. DRAW -32,24' RETURN 
2090 PLOT 80-56' DRAW 24,16- DRA 
W 8,32' DRAW -24,16- RETURN 
2188 PLOT 104,72- DRAW 16,8' DRA 
W 0,16' DRAW -16,8' RETURN 
2110 PLOT 120.30= DRAW 3,8' DRAW 


O UR INITIAL reaction on play¬ 
ing Labyrinth, by Steven Vig- 
naux of Bridgwater, Somerset 
was that it surpassed comparable pro¬ 
fessional software. Perhaps that is not 
surprising for Vignaux has had more 
access to computers than the majority of 
our readers. 

His school owns five Spectrums and 
he was having lessons on them and 
practising on his ZX-81 at home until 
he upgraded to a Spectrum last Christ¬ 
mas. He is developing his programming 
skills and is learning machine code. 

On RUNning Labyrinth you will 
find yourself inside the entrance of a 
large maze, from which it is your object 
to escape. Three-dimensional views of 
the maze to north, south, east and west 
can be obtained at the press of a button. 
When you are completely lost, press 
“H” and a plan of the maze will be 
displayed briefly, but that option is 
available only five times during your 
journey (16K Spectrum). 


30 


SINCLAIR PROGRAMS August 1983 



< 




-8,8: RETURN 

2120 PLOT 247,175= DRAW -40,-32: 
DRAW 0,-111= DRAW 40,-32= RETUR 
N 

2130 PLOT 207,32- DRAW -32,24- D 
RAW 0,64= DRAW 32,24- RETURN 
2140 PLOT 175,56- DRAW -24,16- D 
RAW 0,32= DRAW 24,16- RETURN 
2150 PLOT 151,72= DRAW -16,8= DR 
AW 0,16- DRAW 16,8- RETURN 
2160 PLOT 135,90- DRAW -0,8= DRA 
W 8,8= RETURN 

2170 PLOT 247,32= DRAW -40,0 DR 
AW 0,112- DRAW 40,0= RETURN 
2180 PLOT 207,56= DRAW -32,0= DR 
AW 0,64= DRAW 32,0= RETURN 
2190 PLOT 175,72= DPAW -24,0= DR 
AW 0,32 DPAW 24,0- RETURN 
2290 PLOT 151,80= DRAW -16,0 DR 
AW 0,16= DRAW 16,0- RETURN 
2210 PLOT 127,88= DPAW 8,0- RETU 
RN 

2220 PLOT 8,32= DRAW 40,0= DPAW 
0,112= DRAW -40,0= RETURN 
2230 PLOT 48,56= DPAW 32,0- DPAW 
0,64= DRAW -32,0= RETURN 
2248 PLOT 80,72= DPAW 24,0= DPAW 
0,32' DPAW -24,0= RETURN 
2250 PLOT 104,80- DRAW 16,8= DRA 
W 0,16= DRAW -16,0- RETURN 
2260 PLOT 127,38= DRAW -7,0- PET 
URN 

2509 PLOT 8,160= CRAW 239,0 PLO 
T 3.151' DRAW 239,0 PRINT AT 2, 
8;"E N T R A N C E"- LET d-dl> G 
0 TO 260 

2510 PLOT 48,136= DRAW 159,0= PL 
OT 48,127 DRAW 159.0 PRINT AT 
5,12;"ENTRANCE"- LET d=dl GO TO 

260 

2550 LET d-dl= GO TO 260 
2610 PLOT 48,136 DRAW 159,0 RL 
OT 43,127 DRAW 159,0 PRINT AT 
5, 14; "EXIT" = LET d=dl= GO TO 260 
2700 GO TO 260 

30Q0 BORDER 1 PAPER 1 CLS IN 
V- 7 BRIGHT 1 

301O PRINT RT 21,8; FLASH \,V sP 
= i95 2*SP i96 -53 i96 95 = 2*93 197 
• 95 s p 94:-52= 194 93 96 91 97 = 93 
95-i97 = *P- 195 93=194 = 92=195 5? 9 
5 = sP >“= RANDOMIZE USR 3288 
3820 PRINT AT 21-8; FLASH 1 ;"<sP 
=i95 2*sP=i9l i93 i92 95 2*93 19 
7 *P 96 92=SP i9l i93 i96 sP 95' 
sP'95-91 197 =195 SP i95 = SP = i94 = 9 
3■97 = sP >"' RANDOMIZE USP 3280 
3830 PRINT AT 21,0; FLASH 1;"<SP 
=191=i93=197-i95=sP 2*95 2*193 9 

2 = SP 1 95 2*sP = i95 = sP 96 94 192 =i9 

3 = 95'SP 91■i95 = sP = 195 = sP = i95 = SP • 
95 = sP >"= RANDOMIZE USP 3289 
3035 PRINT AT 21,0; FLASH 1;" 

H 

3040 FOR rt-0 TO 16 
3050 RANDOMIZE USP 3288 
3060 NEXT o 
3070 BRIGHT 1 

3030 PRINT AT 8,3; "You manned t 
o 9et out io" 

3090 PRINT AT 9,3;m " moves." 
3100>IF P-0 THEN PRINT RT 11,0;" 
You did not ask for heIP at all" 

.i 

3110 IF P=1 THEN PRINT AT 11,3;" 
You asked for heir- once. " 

3120 IF P-2 THEN PRINT AT 11,3;" 
You asked for help twice." 

3130 IF P>2 THEN PRINT AT 11,2;" 
You asked for heIP ";P;" times" 


3140 PRINT AT 15,0;"Would you li 
ke to* see the maze you have coo 
Suered a9air> ?" 

3150 PRINT AT 18,8;"Press ~Y~ if 
YES" 

3160 IF INKEYS--- THEN GO TO 316 
0 

3170 IF INKEY*="Y" OR INKEYS-"y" 
THEN GO SUB 4000 
3180 FOP. o-15 TO 18- PRINT AT n, 
0;,,= NEXT n 

3190 PRINT AT 15,0;"Would you li 
ke to Play a9aio ?“ 

3200 PRINT AT 13,3;"Press ~Y~ if 
YES" 

3218 IF INKEYS-"" THEN GO TO 321 
0 

3220 IF INKEYS-"Y” OP INKEYS-"y" 
THEN GO TO 3240 

3230 BRIGHT 0= BORDER 7= PAPER 7 
= CLS = INK 0= STOP 
3240 GO TO 10 

4900 BRIGHT 0= BORDER 7= PAPER 7 
= CLS = INK 0 

4005 PRINT AT 0,18;-PLAN OF MAZE 

4010 FOR o-l TO 20 
4820 FOP i-1 TO 31 
4030 IF a(o,i>-l THEN PRINT AT o 

, i; 

4040 NEXT i= NEXT o 

4050 PRINT €0;" PRESS ANY KE 

Y TO PETURN " 

4860 IF INKEYS=-" THEN GO TO 486 


0 

4078 CLS - RETUPN 

8000 BORDER 1- PAPER 1= CLS ■ IN 

K 7= BRIGHT 1 

8005 PRINT AT 21.0; FLASH 1;" 


8040 FOR o-0 TO 16 
8850 RANDOMIZE USP 3280 
8060 NEXT r. 

3070 PRINT AT 9,8;"ey Steveo Vi9 
oaux" 

8080 PRINT AT 12,2;"Please wait 
while I work out" 

8090 PRINT AT 14,12;"the maze" 

8109 RETURN 

8210 PRINT AT 10,1;" 


RANDOMIZE USP 3280 
8010 PRINT AT 21,0; FLASH !;"<sP 
= i95 2*sP = i96 = 93 = 96 = 95 = 2*93 -i97 = 
96 -SP- 94 92 -i94•93 1 96 = 91■97 = 93 - 9 
5- i97 sP = i95 = 93> i94 = 92= i95 = s.P -95 
-sP>"= RANDOMIZE USR 3280 
8020 PRINT AT 21.0; FLASH 1 ;"<sP 
= i95 2*sP-i9l-i93 =i92 = 95 = 2*93•i9 
7-sP-96 92 SP-i9l = i93-i96-SP =95' 
sP-95 = 91•i97 =i95■sP■i95 = sP = i94 = 9 
3 = 97•sP >"= RANDOMIZE USR 3280 
8030 PRINT AT 21,0; FLASH l;"(sP 
• 191 = i93=i97=i95 = sP'2*95 = 2*i93 = 9 

2 = sP = 95'2*SP = 195 = SP =96:94= i92= j9 

3 95 sP = 91,i95 SP = i95'SP «i95 = sP- 
95sP>" = RANDOMIZE USR 3280 
8035 PPINT AT 21.0; FLASH 1;" 


SINCLAIR PROGRAMS August 1983 




31 



8220 PRINT AT 6,2;"The object of 
the 9aroe is to","find your way 
out of the maze." 

3230 PRINT " If while trying to 
find your way out of the maze 
you find youare completely lost 
then you can9et some help by Pre 
ssin9 "H". Once you have Presse 
d the key the screen will clea 

r and you. will be shown a Plan 
of the maze. This will indi 

cate your Position in the maze 
/ the exit and the entrance. Ho 
wever the Plan will only remai 
n on view for a short Period o 


f time." 

8240 PRINT RT 21,6," PRESS RNY 
KEY TO CONTINUE 

8250 IF INKEYS="" THEN GO TO 825 
0 

8260 BEEP .2,0= BEEP .-2,10 
3270 FOP n»6 TO 21= PPINT RT n.0 
i ,,= NEXT n 

3275 PRINT RT 6,0;" Another thi 
n9 about the Plan of the maze i 
s that you are only9iven >cces? 
to it five times." 


8280 PPINT 


Once the 9ame star 


ts you will be 9iven a. thro* dim 


ensional representation of th 
e maze as you would see it. Th 
is view is 9overned by the dire 
ction in which you are look in 
9. You can look either north,so 
uth,east or west." 

8290 PRINT " When you move you 
move one Place forward in the 
direction you are lookin9." 
8300 PRINT RT 21.0;" PRESS RNY 
KEY TO CONTINUE 

8310 IF INKEY*="" THEN GO TO S?1 
0 

8320 BEEP .2,0= BEEP .2,10 
8330 FOP n®6 TO 21= PRINT RT -.0 
•,,« NEXT n 

8340 PPINT RT 6,0;"Keys for look 
in9 in different direction-- " 
3350 PPINT WEST SOUTH 
ORTH EAST" 

8360 PRINT " 5 6 

7 9“ 


DDT 1 LET L-VRL "S' 1 

2 LET 8«SGN PI 

3 CLS 


8370 PRINT '"Rs indicated by the 
arrows abovethe key." 

8375 PRINT '"Press ~0~ to move o 
ne Place forward in the dire 

ction soo are lobkin9." 

8380 PPINT Press ~H~ fo 

r HELP” 

8390 PPINT RT 21,0," PRESS A 
NY KEY TO PLAY" 

8400 IF INKEYS 3 "" THEN GO T0 340 
0 

8410 BEEP .2,0= BEEP .2,10 
8428 BORDER 7= PAPER 7: CLS IN 
K 0 

8430 RETURN 

9000 DIN a<20,31> = DIM dS<4,5> 
9010 FOR n»l TO 20 
9020 READ b* 

9930 FOR i-1 TO 31 

9940 LET a< n.i>=VAL b*<i> 

9079 NEXT i 

9080 NEXT n = BEEP .2,0 
9090 BEEP .2,10 

9095 FOP n-1 TO 4= READ dS( n > N 
EXT n : RETURN 

9100 DATA "111 Ill! Ill 11 111 111 111 
1111111111" 

9110 DATA "101001000101000000080 
0100100001 " 

9120 DATA "100011010101011101111 
0010001101 " 

9130 DATA "1010010111010101O1OOO 
10101000O1" 

9140 DATA "101111010081010881010 
1010111111 " 

9150 DATA ”100000000111011111010 
1000100001 " 

9160 DATA "101010111000800000000 
1310101101" 

9170 DRTR "101010100011810101010 
1010000011" 

9180 DRTR "001010101010310101018 
1010111001 " 

9190 DRTR "181110000008113101011 
1010101111 " 

9200 DRTR "1010101•1110010100810 
0010000001" 

9210 DRTR "1110001010111O9011011 
1110101101 " 

9220 DRTR "100011101010111109010 
0000101001 " 

9230 DRTR "111110000000101091111 






1111101011 " 

9240 DRTR "001011101011101013003 
3301301001" 

9253 DRTR "101000001000001010111 
0101111011 " 

9269 DRTR "101011111101111110081 
0100000001 " 

9270 DRTR "100001000831000001111 
0111011101 " 

9280 DRTR "101013010100011100000 
0001000001 " 

9290 DRTR " l\ 11 11111111111111111 
1111111111 " 

9380 DRTR "WEST","SOUTH","NOPTH" 
"EAST" 


W HEN THIS GAME is RUN 
you find yourself at the bot¬ 
tom of the screen with a 
horde of dark shapes above you in the 
air. Maddened by that intrusion on 
your airspace, you rush from side to 
side, using keys “1” and “A”, shooting 
at the shapes with key 0. The game ends 
with your score if you shoot an empty 
space or if you run out of time. 

Space Craze was written for the 1K 
ZX-81 by P Roberts of Leominster, 


10 FOR N=11 TO 20 STEP .03 
20 IF RND >.5 THEN PRINT RT N,R 
ND* 15+2.1 " + " 

30 LET L=L+< INKEY$*"fl M RND L< 1 
7 >-<INKEY$="1" RND L>2> 

40 PRINT RT 21,L-2;“<sP=93=isP 

• 94 : £,p ’) '« 

50 IF INKEY$="0" THEN COSUB 13 

0 

60 NEXT N ' 

100 PRINT RT N;0;S 
110 PAUSE VRL "4E4" 

120 RUN 

13U FOR R”CODE "a" TO CODE "<9d 
V' STEP -CODE "< 91>" 

131 PRINT RT fl,L; 

132 IF PEEK <PEEK 163*38+256*PEE 
K 16399>*21 THEN GOTO 140 

133 PRINT "< 95 >" 

133-PRINT "<95 >" 

134 PRINT RT R,L; " " 

136 NEXT R 

137 GOTO VRL "100" 

140 LET S*S+CODE "<91> M 

141 PRINT " " 

142 RETURN 




Xk 


% 


.sr 










m 



32 


SINCLAIR PROGRAMS August 1983 








80 LET Y*Y+<INKEY*«"0")-<INKEY 
S»"1 M > 

90 PRINT AT X-l,Qj" " 

103 IF INKEYS-"E" RND Y-Q THEN 
LET X-X-2 


C LIMBER is a reaction game 
guaranteed to test the co-ordina¬ 
tion of the most lightning-fin¬ 
gered operator. You must make your 
way through a series of parallel walls in 
which a magical gateway appears at 
random positions. You are represented 
on-screen by A and manoeuvre yourself 
with keys 1 and 0. 

If you are quick enough to position 
yourself under an opening you can pro¬ 
ceed to the next level by pressing E. 
When you reach screen-top your time 
will be displayed. 

Climber was written by David 
Cockburn of Manchester. (IK ZX-81). 


4 REM "fi CLIMBER" 

5 LET S-VRL "0" 

10 LET X-VflL "19“ 

20 LET Y»1 

25 LET Q-INT <RND*18>+1 
30 FOP fl-1 TO 9 
40 PRINT RT R*2,1;"<eighteen i 
nverse SPRCEs>" 

50 NEXT fl 

65 FOP U*»0 TO 15 

66 LET S-S+l 


110 PRINT RT X,Y-lj" fl " 

112 IF X-l THEN GOTO 300 

115 IF INKEY*-"E" RND Y-VRL "0 

THEN GOTO 21 

120 NEXT U 

130 GOTO 25 



'Utl 



10 

CLS 

400 

INPUT C 

20 

PRINT "CONNECT 4" 

410 

IF C<*0 OP 0*9 THEN GOTO 4 

30 

PRINT RT 21,1;"12345678" 

00 


40 

FOR X-6 TO 1 STEP -1 

420 

IF C*<C>="0" THEN GOTO 490 

50 

PRINT RT X+14,0;7-X 

430 

PRINT RT 2,0;" 

60 

NEXT X 

500 

FOR X-5 TO VRL <CS<C>>*13 S 

70 

LET G-0 

TEP 1 

. 

30 

LET C*-"66666666" 

510 

PRINT RT X,C;GS 

100 

IF G<>0 THEN GOTO 200 

520 

PRINT RT X,C;" " 

110 

LET GS="<inverse SPRCE>" 

530 

NEXT X 

120 

GOTO 300 

540 

PRINT RT X,C;G* 

200 

LET GS-*"<9r.jPhic H>" 

600 

LET C*<C>-STR* <VRL (CKO) 

300 

LET G*N0T G 

-1 > 


310 

PRINT RT 2,8;G*;" COLUMN?" 

700 

GOTO 100 


C ELIA SIMS of Gt Yarmouth, 
Norfolk has managed to squeeze 
a Link 4 game on to an unex¬ 
panded ZX-81. The display is surpris¬ 
ingly complete, even to the extent that 
the counters can be seen falling down- 
screen into position on the frame. 

Link 4 is a version of the parlour 
game for two people in which you are 
required to place four counters in a row 
before your opponent. In this listing, 
the frame for the counters is represent¬ 
ed by the numbers 1 to 8 and you are 
requested to enter the number appropri¬ 
ate to the column you wish to occupy. 

The four counters can align horizon¬ 
tally, vertically or diagonally. Black al¬ 
ways leads, so players should take turns 
in using it. 

The listing does not check for win¬ 
ning lines so it is up to the player to 
shout “Yippee” as appropriate. (IK 
ZX-81). 


SINCLAIR PROGRAMS May 1983 


29 





























//////. 


SPECTRUM MORSE 


S PECTRUM MORSE, an excel¬ 
lent Morse code training program, 
must be one of the most effective 
educational listings we have published. 
It is difficult to think of any other 
method of home tuition which could 
work so well. The author of the routine, 
T Garner of Manchester, says that 
when Morse code is being studied “the 
individual letters should be sent from 


the stan at the speed the student wishes gives longer thinking time. Proficiency 
to attain. The space between the letters at speed 10 should ensure that the 
can be long at first, then reduced gradu- student will have no difficulty with the 
ally, keeping the letters at the same receiving part of the Morse section in 
speed and thus reducing the thinking the radio amateurs’ examinations.” 

tunc * A full list of instructions is given at 

“The letters and numbers in the ihe start of the program and the morse 
program are sent at approximately 15 from the Spectrum speaker sounds ex¬ 
words per minute. Selecting a low speed traordinarily life-like. (16K Spectrum). 


g>REM © Tom Garner 19 
10 POKE 33658,8 
30 DIM P*<36,5J 
30 DIM Bt(36) 

- C * = "«BCDEFGHIUK 
RUUUXYZ1234S67890" 

50 FOR Nil TO 36 
60 LET B*(N)=C*(N» 

70 REPO P»(N) 

60 NEXT N 

90 DRT9 “PBCCC"."BPPPC 
•• , "BPPCC" , "PCCCC" , "P9BPC 
" ,"RPPPC","PPCCC","flBBBC 
" ,"flBflflC" 

100 DRTP "BBCCC","BPCCC 
■' , ''PBBRC" , “BBPBC" , “PBPCC 
” ,"BCCCC”,"PP8CC","PROBC 


R EACH BLOCK"; LET S=0 
1130 FOR F=1 TO I 
1130 INPUT Of 
1140 PRINT F; 

1150 IF 0*-USIF) THEN PRINT ” CO 
RRECT. •: LET S=S*1 

1160 IF 0$OU$ (F) THEN PRINT ” Y 
DU GPVE ”, O*, " IT UPS ”;U*<F) 
1170 NEXT F 

1160 PRINT "YOU UERE CORRECT ”;S 
TIMES OUT OF ”;I 
1900 INPUT ;"DO YOU UPNT TO SEE 
THE MORSE PLPHBBET «Y^N)?”;I* 
1910 IF I$t >“Y“ THEN GO TO 510 
1930 CL S 

30e0 PRINT ,,TPB 1, -P . ; TPB 13 

,"M —”,TPB 35;"Y 

3010 PRINT TPB 1; "B --",TPB 13 

. N -. -;TPB 25; "Z 

3030 PRINT TPB 1,"C -.-.";TPB 13 

, "O-" ; TPB 35, "1 .-” 

2030 PRINT TPB 1,"D -..".TPB 13; 

”P - ; TPB 25, ”3 -.-•* 

2040 PRINT TPB 9;"E .";TPB 13;"O 

--- TPB 25, ”3-—- 

30S0 PRINT TPB 1,”F TPB 13 

, - R - -. TPB 2S; "4 ....-" 

2360 PRINT TPB 1,"G ,TPB 13; 

•S ...":TPB 35;"5 ." 

2C70 PRINT TPB 1,"H -";TAB 13 

"T -“.TPB 25;"6 

2060 PRINT TPB 1,"I ..".TPB 1, , ” 
. . - ’ . TPB 25; ”7 

2090 PRINT TPB 1;"U .-",TPB 13 

; "U TPB 25, "B-.." 

2100 PRINT TPB 1;"K -.-",TPB 13; 
-J . - ",TPS 35, "9- 


340 IF Oft=P* THEN LET P=P*1 
350 IF CSWPS THEN PRINT F,“. Y 
OU ENTERED ”, O*, ** IT UPS ", P* 

360 PAUSE 200 
370 RETURN 

360 PRINT ** HORSE TRP 
I N E R ”...,"P BLOCK OF FOU 
S NUMBERS PND","LETTERS WILL BE 
SELECTED PT " , "RPNDOM PJJD YOU U2 
-L BE ASKED","TO INTERPRET THEM. 

IF YOU RRE“ , "URONC- THEN YOU UIL 
~ BE ABLE- ,’TO COMPPRE YOUR INTE 
RPRETPTION WITH THE CORRECT PNS 
JER.",,,"SPEED 10 UILL GIUE PPPR 
DX 15",“UORD5 PER MINUTE. SLOUER 
SPEEDS","UILL INCREPSE THE INTE 
PUPL","SETwEEN LETTERS TO GIUE Y 
OU","MOR£ TIME FOR INTERPRET PTIO 


BPB8C","BBPPC 
RPPBB",“AAAAB 
BBPPP",“BBBPA 

360^" 

130 REM SET UP SPEED 
1*0 INPUT "SPEED 1 TO 10 : I 

IF I>10 OR I<1 THEN GO TO 140 
150 LET A=.06: LET B*.18 LET C 
=0; LET 0=10/1 
160 GO TO 400 

170 REM GENERATE BLOCK OF 4 FIG 
JRES PND SOUND CODE 
180 DIM 

190>FOR M=1 TO 4 
200 DIM p* (4.5> 

310 LET R=INT CRND»36*1) 

230 LET DSCM>=R*IR) 

230 LET E*CM)=B*<R» 

240 FOR N=1 TO 5 

350 BEEP URL D*IM,N),15 

370 NEXT N 

380 PPUSE B*D»S0 

290 NEXT M 

291 PPUSE .42 iD *50 

300 IF Z=2 THEN GO TO 1000 
310 INPUT ;"ENTER INT ERPRETPTIO 

^330 Let p*=e*(U *e*(2)»e*c3>*e* 

'330 IF Q*=P* THEN PRINT F;” RIG 


110 DRTP "BPRBC 


390 GO SUB 

*00 PRINT 


, w iuu wmhi 1 u in'-u 

T YOUR RNSUER 1. PFTER EPCH BLOC 
X 2.UHEN SEQUENCE COMPLETECE 

NTER 1 OR 21 ”; *J 
**0 IF 0=2 THEN LET Z=2 
*50 CLS 
160 lET P^« 

465 DIM US(1,4) 

470 FOR F=1 TO I 
4B0 GG SUB 17B 
490 NEXT F 

495 IF Z=2 THEN GO TO 1100 
500 PRINT ,,“YOU UERE CORRECT ~ 
, P; ” TIMES OUT OF ”; I 
505 GO TO 1900 

510 PRINT ,..."ENTER *Y* FOR PN 
OTHER GO." 

520 INPUT U* 

530 IF US»“Y" THEN CLS 
540 IF U»«”Y" THEN GO TO 380 
SS0 IF U*<>“Y“ THEN STOP 
10ee REM 

1010 LET 'J$(F1 B EK1).E*(2) »ES(3) 

• EG 14) 

1030 GO TO 490 
1100 CCS 

1110 PRINT “ENTER YOUR RNSUER FO 


2120 FOR M=0 
3130 FOR N=1 
PRINT PT 
3 AU5E 50 
2150 FOR P = I 
.-160 SEEP URL 
2170 NEXT P 
?163 PRINT PT 
“190 NEXT N 
3 200 NEXT M 
3210 GO TO 51 


SINCLAIR PROGRAMS May 1983 

















SB COSUB 9500 

CO CLS 

61 PRINT AT 7,12;"<9*'5*9? Or> 
";AT 8/12 j m <9S>5*sP ! 98>" 

62 PRINT AT l2,l2i"<95-5*«P-98 
>";AT 13. 12;"<9ui 5*96 9-1 >" 

65 LET 3—0 

70 DIM A*<26,36) 

100 LbT A*<3 -"<2*sP'32*lsP >" 
110 LET A*( 4 )-"< 2*sP ■ isP 9h : sP 1 
if* sp 5*9h sp 5*9h < 2tsP • 10*9h 3* 

' * i*>" 

120 LET A$< 5>-"<2XsP•lsP•Oh sP ’ 
9h'2*sP • 4*9h ■ 3*sP ; xm -2XaP 'XS'SP' 
10*9h-••9h : • xsP >" 

130 LET A*<6>*"<2*sP ■ isP 2XSP -2 
*9h 5*sP 1 xr* 5*9h • 2*sP I0*9h if* 9 
h • if* • xsP >" 

140 LET fl*C7 >*"< 2*sP isP '9h sP 
x s'6*9h•sP•6*9h•SP•10*9h•• 9h - 
isP >" 

150 LET RS<0>-"2*»PisP 2*9h’2* 
sP • 3*9h • 3XsP • fe*9h • 3*sP ■ if* • 3**P • 4 
*9h• ' : 'is xsP >" 

160 LET AS< 9 >* •'< 2*sP = l sP «3*9h • s 
P • 9h sp ; .ir* sP 9h ■ sP • 6X9h • sp • 5*9h 
• 2XsP 9h•3*sP-Oh sP = xsP >" 

170 LET R*< 10 >- '*< 2*sP - i sP 9h 5* 
SP • 3*9h sP 1 9h • sP if* fcXsP if* 3X9h 
is'2*sP • 3*9h• sP ' lSp 
ISO LET AS< 11 2*SP ISP 9h is 
-5*9h 2XsP xs - 2*9h xs • 2*9h sP if* 
sp Oh•sP•5*9h■sP■3*9h-sP isP >" 
130 LET A*C12>-"<2*sP isP 9h sP 
•9h ls sP 4*9h sP 2*9h -sp *2*9h •i 
t. Oh sf Oh • x s 5*9h • sP ' 3*9h sp l s 


210 LET RJK14 2XsP isP Oh sP 

• Oh•2*SP 4*9h•sp 4T0h 3*SP•is 9h 

• sP 1 5*9h • sP • 3t0h • xr* isP >" 

220 L ET M< 15 )-"< 2*SP XSP Oh sP 
7*9h is 4*9h•sP•2tOh sP•9h■sP'5 

• Oh • f-P • 3*9h ' if* l sP >" 

230 LET R*<16>«*'C2*sP’isP-9h'it 
'2*sP 'is 4*9h '• sp • 3*9h • sP xs sP • 8 
*9h : 2*sP it if* - xt-sP xs-3*9h sp - 
ISP >" 

240 LET A*<17>“"<2XsP•isP 9h•sP 
2*9h • sP • 4*9h * sP = ls ■ if* • 2*sP • Oh • s 
P 3*9h sP 5*9h•SP 4*9h )" 

258 LLT Rif. 18 >="< 2*sP isP 4*9h • 
sP 4*9h ' 3*sP • 3*9h • 11 SP • l r*' 2-tsP 
5*9h=2*sP ? is - ii* it isP >" 

260 LET RS<192*sP isP 4*3h 
sP'x s 3*9h is-6*9h sP•2*9h sP 7t 
OhsP■2*9h'iSP>” 

270 LET AS< 20 >*•"<2XsP isP 5*9h 
lt : sP'2*9h•SP•fc*9h : sP'2*9h is 7* 
Oh SP 2*9h'isP >" 

280 LET RC<21>*"<2XsP isP'6*9h ! 
2*sP Oh ' 2XsP ' xs' if*' 3*Oh sP • 2*Oh 
sP 'Oh if* xs - it 4*sP '2X9h■ isP >“ 
230 LET R*<222-tsP • xsP -7*9h* 
x s • x f* • sP : 2tOh • 2tsP • i t sp x s • 5-taP 
•5*9h-it 2t9h-isP>" 

30O LET R*< 23 >= "< 2-tsP • i sP = 8*9h • 
it 2l*Oh 1 isP >" 

310 LET R*<24)=" ( 2XsP•32XisP >" 
400 LET R=14 
410 LET B-17 
420 LET 

500 LET R-R-K INKEY*’-"6" >-< INKEY 

Ti~"7" > 

510 LET B~B+<INKEYS-"8">-<INKEY 
*="5" > 

800 PRINT RT 9,12;"<05•sP>";R*< 
R-l.B+l TO B+3 >; "< sP ■ 08 >"; RT 10, 
12; "<05 sP >" >RS<fi,8+l TO B+3>;"< 
SP • 08 r; RT 11,12; "< 05 sp >";R*< m 
1/B+l TO B+3 >; "< SP 03 >";RT 12, 1>- 
; "< 05 5XsP 98 >" 

810 PRINT RT 10,I5;e* 

9O0 IF R*< R, b+-8 >-"C is ■" THEN GO 
SUB 1000 

910 IF R*<fl,B+2>-"<x*>“ THEN CO 
SUB 9O0O 

920 IF R*<R,8+29h>" OR fl*<fl 
xsP >" THEN GOTO 2000 
930 IF R*(R,B+2>-"< if*>" THEN GO 
SUB 1100 

940 IF fl*C R,B+2 >="<11 >" THEN CO 
SUB 120O 


A NEW PHENOMENON is re¬ 
placing the squashed frog 
games which used to dot the 
pages of Sinclair Programs. Hapless pro¬ 
grammers are being trapped in mazes of 
great complexity, with an assortment of 
enemies and handicaps confronting 
them. The number of ways in which a 
maze can be used is growing steadily. 

Tomas Whitlock of Hull confronts 
16K ZX-81 users with a maze of which 
only a small area dan be seen at one 
time. While scratching for the exit you 
have the chance to gain points by killing 
monsters and picking-up treasure. Full 
instructions are given once the program 
is RUN. 


993 GOTO 500 


1000 LET B*~-<ix>" 

1010 LET fi*< R,B+2 >~ M “ 

1020 RETURN 
110G REM XFIGHT* 

1110 PRINT RT 10,15;" ";RT 10,15 
; "; "; RT 10,15; ;RT 10,15;" + '*;R 
T 10,15;"-";RT lO,15;;RT 10,1 
5;"/";RT 10,15;"*";RT 10,15;"£"; 
RT 10,15;"<";RT 19,15;"> M ;RT 10, 

15;..;RT 10,15;"<“;RT 10,15;"? 

";RT 10,15;".’';RT 10, 15; ". " ;RT 1 
0.15;" " 

1120 IF BS-"<ix>" THEN GOTO 1140 

1130 GOTO 2100 

1140 LET R*<fl,B+2" 

1150 LET es="X" 

1160 LET S=5+100 

1165 PRINT RT 0,0;"SCORE=";S 

1170 RETURN 


1210 PRINT fll 0,0;"9C0RE“";5 
1220 LET RS< R,B+2 " 

1230 RETURN 
2000 CLS 

2005 PRINT "YOU JUST BLEU YOURSE 
LF TO BITS ON THE ELECTRIFIED U 
ALLS. " 

2010 PRINT "YOU SCORED : "; 

2O20 GOTO 3020 
2100 CLS 

2110 PRINT "YOU RAN INTO fl MONST 
ER. YOU DID NOT HAVE A SWORD." 
2120 PRINT "YOU SCORED• 

2130 GOTO 9020 
9O00 CLS 

9O10 PRINT "CONGRATULATIONS. YOU 
HAVE FOUND YOUR WRY OUT WITH'"; 
9020 PRINT S;" POINTS." 

9022 PRINT "ANOTHER GAME <YESxNO 


SINCLAIR PROGRAMS August 1983 


19 









2 LET W-VAL 
E-CODE "*•* 

l LET 

F—CODE 

«• . if 

• 1 1 T 

L“CODE 

"t" 

’ LEI 

H-COL'L 


; LET 

T-CODL 

•*/ y< 

f LET 

O-CODE 



1 0 -PRINT AT T. H i "<94 • 04 >" >NT W 
• F; "< O'- • 04 06 >" , A1 L, r; ■•< 92 08 0 
2 V NT E,F;"(sP Ob oi >" 

80 PAUSE 0 
40 CLS 

L - 70 PR I NT RT T,H; "< 08 • l *P ' 04 > " 

rt w,u,"<99>">at .. .. 

;RT E,H; "<93' isP 04>";rtT F, H; " 
(04 *P • 9w >";RT H.H; "(2tsP • isr- >" 
80 PAUSE 0 
85 CLS 

00 PRINT RT T,F;"C2T99)";flT W, 
t. M <4tisP >";RT L, F; "(2*i-sP >";AT 
! , r '• 8*03 >•',RT F, L; ’’( 6*i sP >"; RT 
2*isP sP•isP>" 

0, F;"<2*i£P >"iRT C 
Oy•2*isP'0t>";rt1 COD 
L ">”,E; "( isP *2*sP * xsP >" 

105 PRINT RT CODE "<",E; "< isP • 2 

t&P • 1 sp >“ 

110 PAUSE u*Pl 
.20 IF INKEY*< >"" THEN STOP 
140 PRINT RT CODE ">",E;"< sP *2* 
iSP • sP •"; RT 0/ CODE "t" ; "< 10 • sP • 2 
tisp -sP * io>" 

ISO FOR 2-PI TO RNDtCODE "<9d>" 
160 IF INK£Y*<>"" THEN PRINT "G 
OT HIM";K 
170 NEXT 2 
180 PRINT "GOTCHR" 


9660 PRINT " =THIS WRY. 


ma^e-moriste 
by tMhitlo 


> ? 

9923 INPUT 2* 

9024 IF 2*'1Y” THEN RUN 

9025 IF Z*<1 "N" THEN GOTO 9029 

9026 GOTO 9023 
9029 GOTO 9800 

9500 PRINT - 
rs 
ck " 

9501 PRINT 

9502 PRINT 

9510 PRINT "YOU HAVE TO FIND YOU 
R WRY OUT OFfl 22X32 MA2E, WHICH 
IS STOCKED WITH TREFrSURE, SWORD 
MONSTERS." 

•YOU START OFF RS RN 
GET R SWORD BY MOV IN 
OVER THE <is>. " 


S/ AND 
9520 PRINT 
X, AND YOU 
G YOUR X 
9525 PRINT 
9530 PRINT 
it), 

S; <iw>, 

DC/ < is>. " 

9535 PRINT 

9540 PRINT "POINTS-- 

9550 PRINT "TREASURE 


lOOO PTS., 
KILLING A MONSTER 1 


00 PTS.” 

9559 PRINT 
9568 PRINT ,," 

NT1HUE.- 

9570 IF INKEY*-"' 
3580 CLS 
9590 PRINT 
RIDOR WILL 
ENDING ON 


ANY KEY TO CO 


THEN GOTO 3570 


fYC YOU MOVE. THE COR 
SCROLL PAST YOU, DEP 
WHICH KEY YOU PRESS. 
THIS GIVES THE EFFECT THAT THE - 
CORRIDOR IS MOVING PAST YOU." 
9595 PRINT 

9600 PRINT "CONTROLS < *• 

9610 PRINT ”8—RIGHT,” 

9620 PRINT "5-LEFT," 

9630 PRINT 
9640 PRINT 
9645 PRINT 
9650 PRINT 
9660 PPINT 
•9670 PRINT 


"6-DOWN," 

"7-UP. " 

"<im>*MONSTER," 
"< is '“■“SWORD, " 
“<it>= TRERSURE. " 


9681 PRINT " ANY KEY TO CON 

TINUE." 

9682 IF INKEY*-"" THEN GOTO 9632 

9683 CLS 

9690 PRINT "IF YOU TOUCH THE WRL 
LS OR THE BORDER ROUND THE MA2 
E. YOU WILL GET FRRZ2LED TO fi CR 
ISP. - 

9695 PRINT ,,"<isP>^THE BORDER,“ 

9697 PRINT "<9h>=THE WALLS." 

9698 PRINT 

9701 PRINT ,,"THE OBJECT OF THE 
GAME IS TO FIND THE EXIT (MAR 
KED <i*» WITH ASMUCH TREASURE A 
S’ POSSIBLE. " 

9705 PPINT ,,"BUT BEWARE; DO NOT 
USE UP ALL THE SWORDS, DECAUS 

E THERf ARE MONSTERS GUARDING 

THE ESCAPE ROUTE." 

9709 PRINT 

9710 PPINT " ANY KEY TO BE 

GIN. " 

9720 IF INKEY*-”" THEN GOTO 9720 
9720 fifTTlM 


T IM DERBY of Hedge End, 
Southampton has, by devising a 
relatively simple game, managed 
to incorporate a very good graphics 


display in this program for the 1K ZX- 

81 . 

The cowboy walks quickly towards 
you. Once his guns appear in his hands 


you must shoot him by pressing any 
key, before he shoots you. Good reac¬ 
tions are needed; your reviewer man¬ 
aged to shoot the cowboy only once. 


20 


SINCLAIR PROGRAMS August 1983 








::::::::: 

ssisaiaiiS 


F-T.SHAffc (NpE> 


?T0CK5’.IWUA^ 


A LIST of commodities is dis¬ 
played on the screen, together 
.with the current value of one 
share. When it is your turn you may 
buy or sell shares in the commodity 
available at that time. You have the 
choice of playing yourself, the com¬ 
puter or a friend. 

Stock Market was written for the 
16K ZX-81 by Stephen Gibbon of 
Whickham, Newcastle-upon-Tyne. 


WO 

LLS 


190 LET O-CODE INKEY* 

310 

GOSUB 1000 

30 

gosub 6boo 


200 IF 0-0 THEN GOTO 19a 

320 

GOTO 110 

100 

SLOW 


210 IF G>53 AND 0<57 OR 0-29 OR 

saa 

PRINT AT 19,0;" 

110 

FOR J-l TO Q 


0-50 THEN GOTO 250 



120 

PRINT AT 1,7;J ," 


220 G0SU6 S 


";AT 18,0; 


";AT l,16;f«J> 


230 PRINT "PARDON?" 

510 

RETURN 

130 

LET E-1NT < RND#12 )+l 


240 GOTO 190 

600 

FOR 1-1 TO 120 

140 

LET A-0+l2*<J-2 > 


250 GOSUB S 

610 

NEXT I 

150 

LET U-E+A 


260 GOTO 2000+1000*<0-39>fl500* 

620 

RETURN 

160 

PRINT AT E+4,0;CHR* <CODE 

A 

< 0-56 )+6900*< 0-55 >-2730*< 0-50 > 

700 

PRINT AT E+4,0;A*< E >;TAB 13 

*<E, 

l >+128) 


270 PRINT AT 1,16;“ 


"i TAB 18;" ";TAB 23;" 

170 

IF J-l AND L-31 THEN GOTO 

2 

AT 1.16; f1< J > - 


";AT E+4,13;N(E>;TAB 18;N 

000 



280 G0SU8 S 

<E+12>;TA6 23;CCE> 

100 

PRINT AT 18,0;"BUY OR SELL? 

290 GOSUB 700 

710 

RETURN 

II 



300 NEXT J 

1000 

FOR 1-1 TO 12 


SINCLAIR PROGRAMS December 1983 


45 























1010 IF 2(1)00 THEN GOTO 1030 
1020 LET 2< I >— 1+2*<VAL X*>3> 
1030 LET T-VAL X* 

1040 LET U-VAL X* 

1050 IF T+U-7 THEN LET Z<1>=-Z<1 

> 

1060 IF T-U THEN LET 2< I .’>■0 
1070 LET C< I >=C< I >+Z< I >*2*< T+U> 
1080 IF CXI XI THEN LET C< I )-l 
1090 IF C<I»1E6 THEN LET C< IXl 
E6 

1100 PRINT AT 1+4,23;" 

;AT 1+4,23;C< I > 

1110 NEXT I 
1.120 RETURN 

2000 IF N(C X1 OR M<J)X<INT < RN 
0*7 >+5)*C< E ) > THEN GOTO 2030 
2010 LET F-N<C> 

2020 GOTO 4540 

2030 LET F-INT <RND*<M< J VC<E>>> 
2040 IF F+N<C >>3999 THEN GOTO 20 
30 

2050 GOTO 5000 

3000 PRINT "SURE RBOUT FINISHING 
< Y OR N '>?" 

3010 IF INKEYS="Y" THEN GOTO 304 
0 

3020 IF INKEY*-"N" THEN GOTO 270 
3030 GOTO 3010 
3040 CLS 

3050 PRINT "I HOPE YOU ENJOYED T 
HE GAME" 

3060 FOR 1-1 TO 12 

3070 LET M< 1 >-M< 1 >+< N< I >*C< I > ) 

3080 LET M< 2 >-M< 2 >+< N< 1+12>*C< I > 

3030 NEXT I 

3100 PRINT AT 10,0;"PLAYER 1 
£" ;M<1) 

3110 IF Q-l THEN GOTO 3130 
3120 PRINT AT 14,0;"PLAYER 2",,, 
£"; M< 2 > 

3130 PRINT AT 19,5;"ANOTHER GO < 
Y OR N )?" 

3140 IF INKEY*-"Y" THEN RUN 
3150 IF INKEY*-"N" THEN STOP 
3160 GOTO 3140 

4000 PRINT "HOW MANY SHARES OF " 
; A*< E)j" DO YOU WISH TO PURCHA3E 
?" 

4010 INPUT F 

4020 IF F*C<E»M<J> OR A8S INT F 
OF THEN GOTO 4010 
4030 GOTO 5000 

4500 IF N<C)-0 THEN GOTO 4600 
4510 PRINT "HOW MANY SHARES OF " 
;A*< E>;" DO YOU WISH TO SELL?" 
4520 INPUT F 

4330 IF F>N< C > OP ABS INT FOF T 
HEN GOTO 4320 
4540 LET F—F 
4558 GOTO 500O 

4600 PRINT "YOU HAVE NONE OF THE 
SE SHARES" 

4610 GOSUB P 
4620 GOSUB S 
4630 GOTO 290 

5000 LET M< J >"I*K J )-< C< E )*F > 

5010 LET N<C>-N<C>+F 

5020 LET C< E >—C< E )+1 NT <<RND*<C< 

E V2 > >*F/4 ) 

5030 IF C< E X 1 THEN LET C<E>-1 
5040 IF C<E»1E6 THEN LET C<E)-1 
E6 

5050 IF N<C»9999 THEN GOTO 5508 

5060 GOTO 270 

5520 LET N< C >-N< C >-F 

3530 PRINT "A DEALER HAS STOLEN 

";F;" SHARES" 

5540 GOSUB P 
5550 GOSUB S 
5368 GOTO 270 

6500 PRINT TAB 9;"INSTRUCTIONS"; 
TAB 9;"<12*97THERE ARE THR 
EE DIFFERENT PLAYERARRRNGEMEN13« 
",,,,"1> TWO PLAYER GAME", ,,"2 > 
ONE PLAYER GAME",,,"3> ONE PLAYE 
R V THE ZXB1",,,"PRESS KEY 1 , 2 
5500 GOSUB S 

3510 LET F-INT <<RND*200>+N<0>-9 
999) 



OR 3 TO INDICATECHOICE" 

6510 LET L-CODE INKEY* 

6520 IF L<29 OR L>31 THEN GOTO 6 
510 

6530 CLS 

6540 LET Q-1+1*<L<>30> 

6556 PRINT “THE GAME COMPRISES 0 
F A TABLE WHICH GIVES INFORMAT 
ION ABOUT ALL OF THE SHARES",, 

,"EACH LINE OF THE TABLE SHOWS : " 
,,,"1> NAME OF THE SHARE E.G. GO 
LD",,,"2 > THE NUMBER OF THIS TYP 
E OF SHARE HELD BY EACH PLA 


YER' 


• • • 


"3) COST PER SHARE E.G. £ 


350",,," - 

-",,<"PLAYERS TAKE TURNS" 

AND L-29 >;<“YOU ARE PLAYER 1“ A 
ND L-30XC "YOU ARE PLAYER 2" AND 
L-31>,,,"PRESS A KEY TO CONTINU 
E" 

6560 IF INKEY*-"“ THEN GOTO 6560 
6570 CLS 


6580 PRINT “THE FIRST LETTER OF 
THE SHARE INPLRY IS INVERTED E.G 
. SOLD",,,"THE SHARE IS CHOSEN A 
T RANDOM - ,,,"THE PROMPT IS "“BUY 
OR SELL?"PRESS 1 OF THE F 
OLLOWING KEYS' ",,," B ALLOWS YOU 
TO BUY SHARES",,," S ALLOWS YOU 
TO SELL SHARES",,," Cl ENDS THE 
GAME ",,," R SAVES THE GAME ON T 
APE",,," M FINISHES YOUR GO",,," 
a kev to start" 


6710 LET A*<4>="PLATINUM" 

6720 LET A*(5 >*"GEMS" 

6730 LET ft*<6>="COMP.PARTS" 

6740 LET A*<7>="MICROFILM" 

6750 LET R*< 8 "DRUGS" 

6760 LET A*<9>-"WEAPONS" 

6770 LET A*<10>-"MISSILES" 

6780 LET A*<11"PLANE SPARES" 
6790 LET A*<12>"SILVER" 

6800 LET C*-"3505003004802001004 
00150150200075200" 

6810 DIM 2<12> 

6820 FAST 

6830 FOR 1-0 TO 11 

6B40 LET Z<I+l>-0 

6050 LET N< 1 + 15=0 

6860 LET N<1+135-0 

6870 LET C<1+15-VAL C*<1*3+1 TO 

1*3+3> 

6080 NEXT I 
6890 CLS 

6900 PRINT TAB 10;"STOCK MARKET" 
,"PLAYER MONEY-£",,," SHARE 
-PL 1-PL 2-COST","- 


6910 FOR 1-1 TO 12 

6920 PRINT R*<I5;TAB 12;"-";N<I> 

," ;N<1 + 12>;TAB 22;"-";C<I> 

6930 NEXT I 

6940 LET X*-"INT <RND*65+1“ 

6950 LET P-600 
6960 LET S-500 

6970 PRINT "- 


6590 IF INKEY*-"" THEN GOTO 6590 
6600 CLS 

6610 PRINT “THERE WILL BE A SHOR 
T DELAY" 

6620 DIM R*<12,12> 

6630 DIM M< 2 > 

6640 DIM C<12> 

6650 DIM N< 24 > 

6660 LET M< 1 5-3E3 
6670 LET M< 2 )-M< 1 > 

6680 LET A*<15-"GOLD" 

6690 LET fl*<2>-"R.ELEMENTS" 

6700 LET R*<3)-"DIAMONDS" 


6980 RETURN 

9910 PRINT "CONNECT TAPE THEN PR 
ESS ''"S'"'" 

9920 IF INKEY*<>"S" THEN GOTO 99 
20 

9930 PRINT "START TAPE" 

9940 GOSUB P 

9950 SAVE "STOCK MARKEt” 

9960 PRINT "STOP TAPE" 

9970 GOSUB P 

9990 GOTO 280 

9990 SAVE "STOCK MARKEt" 

9999 RUN 


46 


SINCLAIR PROGRAMS December 1983 










T HE SEARCH for a Space Invad- 
ers-type game with all the fea¬ 
tures of the arcade version 
continues. The major problem remains 
one of speed. Timothy Shaw of Nor¬ 
wich, Norfolk has overcome that to 
some* extent by some clever lateral 
thinking. The invaders in the sky are 
unaggressive and do not shoot. Directly 
above you, though, is a giant centipede 
which shoots to defend the invaders. 

Because of its proximity it is far more 
difficult to avoid the centipede’s shots 
than it would be to avoid the shots of 
the more distant invaders (16K Spec¬ 
trum). 



15 CLS ' PAPER O' INK 7 EiORL'h 
R 1« CLS 

30 LET hs-Q 

40 CLS ' PAPER 0* INK 7 bQRDE 
R 1■ CLS 

tO GO SUB 9050 
90 LET c-0 
lOO LET 1-3 
ISO CLS 
300 LET 

205 RESTORE 260 
210 FOR r*1 TO 0 
220 PERU d* 

230 FOR u=0 TO 7 
240 READ 3 POKE USR d*+u,3 NE 
XT u 

250 NEXT r 

260 DATA "*",231,36,126,126,126 
,126,36,231 

270 DATA "b",8,05,127,55,62,28, 
34,65 

230 DATA "c",60,102,102,219,219 
,126,90,129 

290 DATA ” d •'.0,0,24,60,126,255, 
255,255 

300 DATA "©",0,24,60,90,153,153 
,255,90 

310 DATA "f",0,24,60,126,255,25 
5,66,66 

320 DATA "9”,0.35,255,251,251,0 
,223,223 

330 DATA "h",129,8,33,4,80,4,16 
0,9 

40O LET a=15 

402 PRINT INK 0; PAPER 3;AT 0,2 
2;"HIGH * ";hs 

403 PRINT AT 0,0; INK 0; PAPER 
3;"SCORE" 


405 PRINT INK 4;0T 21,0;"LIVES 

d d cT 

415 LET x=6 LET y=6* LET 7=6 
412 LET h=20 

415 DIM xS<3,h> 

420 LET X*< 1>*“ 33333 3 ? 

3 3_ " “ 

430 LET x*< 2 >= " b b b b b b b 
bb ' ~ 

440 LET x*< 3 >=" c c c c c c c 


c c " 


470 IF h<0 THEN LET h*2 


500 PRINT INK 4; 

PAPER 

0; 

BRIGH 

T 1;AT l,x;x*<1,2 

TO h> 



520 PRINT INK 2; 

PAPER 

0; 

BRIGH 

T 1;AT 3,y;xS< 2,2 

TO h) 



540 PRINT INK 6) 

PAPER 

O; 

BRIGH 

T 1,AT 5,z;x*<3.2 

TO h > 



569 IF l<=0 THEN 

PRINT 

AT 

21,6; 

" " GO TO 9000 




608 PRINT INK 6; 

PAPER 

0,AT 20, 

3 ;" d " 




640 IF ZNKEYC-"*! 1 

* THEN 

GO 

TO 70 

00 




650 IF INKEY*-" ' 

• THEN 

GO 

SUB 5 


000 


660 IT INKEY**"3" AND 3>2 THEN 

LET 3*3-1 

665 IF lNKEY*-"d" AND *<27 THEN 
LET 3=3*1 

670 PRINT INK 6; PAPER 8; AT 20, 
3 ;" _d “ 

680 GO SUB 2000 

690 LET 9=INT < RNOT3 >■ IF 9*0 T 
HEN LET x=x+l 
700 IF 9=1 THEN LET y«y+i 
710 IF 9=2 THEN LET z=z+l 


720 IF x>7 THEN LET x=6 
730 IF y>7 THEN LET v=6 
.740 IF 7 >7 THEN LET 7=6 
750 PRINT INK 5; PAPER 2;AT 20, 
0,"99”;AT 20,30;"99" 

760 GO TO 470 

2009 PRINT INK 2; PAPER 0;AT 16, 
c;" ffffr " 

2O05 PRINT AT 16,26; INK 5; PAPE 
P O;" 990999 " 

2007 PRINT AT 16,0; INK 5;"99999 

91' 

2010 LET c-c+1- BEEP .001,20' IF 
c>25 THEN LET c=6 

2020 LET d=INT <RND*3> 

2025 INK 7 

2030 IF d< >0 THEN GO TO 3000 

2049 PLOT OVER l;c*Q+32,39' DRAW 
OVER 1;0,-25 BEEP .099,39' PLO 

T OVER l;c*6+8,39- DRAW OVER 1;0 
,-25 PLOT OVER l;c*8+32,39- DRA 
W OVER 1.0,-25' PLOT OVER l;c*B+ 
6,39: DRAW OVER 1;0.-25 

2050 PRINT INK 4; PAPER 0;AT 16, 
c;" fffe " 

2955 PRINT AT 16,26; INK 5; PAPE 
R 0;" 999999 " 

2069 IF c>25 THEN LET c=0 

2070 IF CODE SCREENS <20,c+4><>3 
2 THEN GO SUB 8000 GU TO 3000 
2080 IF CODE SCREEN* <20,c+l><>3 
2 THEN GO SUB 8000- GO TO 3000 
3010 RETURN 

5000 IF SCREEN* <16,3+1>»"" THEN 
GO TO 5100 

5010 PLOT OVER l;a*e+12,16: DRAW 
OVER 1,0,150: BEEP .02,40 PLOT 


SINCLAIR PROGRAMS August 1983 


37 


























H GO TO 450 

7020 IF CODE SCREEN* <5,b>»0 THE 

N GO TO 450 

7022 NEXT b 

7025 PRINT AT 10,0;" 


7030 PRINT FLASH 1;AT 10,0; "**** 
***BONUS*END*OF*SHEET*******" 
7033 BEEP .5,10’ BEEP .5,-7- BEE 


7835 PRINT AT 18,8) 


7837 IF 1~3 THEN LET s^s+100 

7838 IF 1*2 THEN LET s*s+?5 

7839 IF 1*1 THEN LET s-s+50 
7048 PRINT INK 8; PAPER 3;AT 8,0 
;"SCORE• ";s- GO TO 418 

2000 FOR 9*1 TO 5 ’ PRINT INK. 9; A 
T £8*4+1; "JT • BEEP . 1,9*2 * NEXT 
9 LET 1-1-1’ PRINT INK 3;AT 21, 
1+7;" "’ BEEP .5,10= BEEP .2,-1 

0’ BEEP .5,35- RETURN 
9008 PRINT FLASH I;AT iO,0;“***ft 
LL*L I VES*LOST*END*OF*GAME*** " 
9805 IF s>hs THEN LET h**s 
9807 PRINT INK 0; PAPER 3;AT 8,2 
2;"HIGH ",hs 

901O BEEP .5,0’ BEEP .5,0* BEEP 
.5, IQ 

9020 INPUT "PRESS ENTER FOR ANOT 
HER GAME"; LINE z* 

9030 CLS GO TO 40 

9O50 PRINT AT 0,8; INK 0; PAPER 

4;" SPECTRUM INVADERS 


OVER 1;.s*8+12,16 1 DRAW OVER 1;0 
, 150 

5820 IF CODE SCREEN* <5,a+l><>32 
THEN LET s-s+10’ LET h*h-2’ GO 
TO 505O 

5030 IF CODE SCREEN* <3,a+l><>32 
THEN LET s=s+20 LET h»h-2- GO 
TO 506O 

5048 IF CODE SCREENS <1,3 + 1 >032 
THEN LET s=s+30’ LET h*h-2' GO 
TO 5370 

5042 FOR i*l TO 30= NEXT i 
5845 RETURN 

5050 PRINT INK 7;AT 5,a+l;‘2L B 
EEP .2,7- PRINT PAPER 8;AT 5,3+1 
; H "• GO TO 5080 

5O60 PRINT INK ?;AT 3,3+1; M JV' B 
EEP .2,7- PRINT PAPER 8;AT 3.3+1 


;" " GO TO 5080 

507O PRINT INK 7;AT 1,3+1;"h"= B 
EEP .2,7= PRINT INK 7; PRPER 0;A 
T 1,3+1;" "= GO TO 5980 
5088 PRINT INK 0; PAPER 3;AT 0,8 
."SCORE ";s 
5090 RETURN 

5100 PLOT OVER 1;3*8+12.16- DRAW 
OVER 1;O,24■ BEEP .01,-15 PLOT 
OVER I>3*8+12,16 DRAW OVER 1;0 

,24 

5118 PRINT INK 6; AT 10,8; "HIT EtA 

RRIER"’ BEEP .81,25 PRINT AT 10 

,8"• RETURN 

7800 FOR b=0 TO 31 

7O10 IF CODE SCREEN* <l,b>-0 THE 

N GO TO 450 

7912 IF CODE SCREEN* <3,b>=0 THE 


906O PRINT '"In this version of 
sPacemvaders"'' " you must dest 
roy the inv3ders""" but watch o 
ut for the movinO"''" centiPede 
with its double Uzer" " "The inv 
3ders sometimes disappear"''" to 
o so destroy them fast "''"These 
are the keys""" A-to move th 
e base left"'" D-to move the b 
ase ri9ht"''" SPACE-fire Q 

-New sheet" 

9065 PRINT FLASH 1;AT 21,18; "GOO 
D LUCK I!" 

9070 INPUT "Press enter to Play" 
; LINE z* 

9075 RETURN 


L AND YOUR small aircraft on an 
aircraft carrier in the Atlantic. 
To do it successfully you must 
bear in mind that your fuel is running 
out rapidly, your airspeed increases 
with your level and the number of times 
you land, and that the ship below you is 
also moving. Move upwards with key 
“6”, and down with key “7”. 

Atlantic Lander runs on the IK 
ZX-81 and was written by A Powell and 
T Goodhand of Bracknell, Berkshire. 


ATLANTIC LANDER 


20 LET S-VAL "O" 

25 PRINT "INPUT LEVELS 1-5 .*•" 

27 INPUT 2 

28 IF ZCVAL "0" UR Z>VML "5" T 
HKN GOTO VRL "27" 

38 LET A*INT < PNDtVAL "15"> 

48 LET F*VAL "50" 

50 LET B*F-F 

6U FOR C*VAL "25" TO VRL "0" C 
TEP VAL "-!" 

70 PRINT AT VOL "SO",C;"<94•8* 
sp - 98 

80 PRINT AT VAL "21",C;"<9r 3* 
i sP = 9e >" 

98 PRINT AT A,B;“<2*9w>" 


180 LET F-F-VAL "l" 

185 IF F<VAL "0" THEN GOTO VAL 

"248" 

109 IF A-VAL "28" THEN GOTO VAL 

" 178 " 

110 LET R*A+<INKEY**"fc">-<INKEY 

*»"7" > 

120 LET B*fc+< 2^2 >+< . 2 AND Z“l> 

121 IF INT B>VAL “30" THEN LET 
B-VRL "0" 

140 CLS 

150 NEXT C 

160 GOTO VAL "68" 

170 IF INT B-C+VAL "1" OR INT B 
*C+VAL "2" THEN GOTO VAL “200" 


180 PRINT AT 20,8;"crash" 

185 PRINT AT 0,0;"SCORE*";S' 

190 PRINT “FUEL*";F 
195 STOP 

200 PRINT "LANDED...<ANY KEY>" 
210 LET S»C+1NT <F/2> 

215 LET Z=2+.8 
220 PAUSE 4E4 
230 GOTO VAL "30" 

248 FOR N*R TO VAL "21" 

258 PRINT AT N,B;"<2*9w>";AT N, 
b} " 91 

268 NEXT N 
270 GOTO VAL "180" 


38 


SINCLAIR PROGRAMS August 1983 







1 BORDER 6 ! PAPER 0' INK 7 
5 LET ov-0 = CLS • GO TO 130 

10 LET 4-0« LET b-0 * LET f-0• 
LET f-0* LET i-.l 

20 LET hl-0* LET vl-0 
100 LET b*-U*n)/r> LET v-INT 
<<<ra-r)*SIN <a)-d*SIN <b>>+.5> = 
LET h-INT C<<ra-r >*COS <a>-d*CO 
S < b ) >+. 5 ) 

110' IF f=*2 THEN PLOT 120+hl,00+ 
vl■ DRAW h-hl,v-vl 
115 IF f<2 THEN LET f-f+1 
120 LET hl-h* LET vl-v* LET 4-4 
+ i 

125 LET a$-INKEY»= IF a*-"" THE 
N GO TO 100 
130 GO TO 310 

150 PAPER 0 : INK 7* CLS - PRINT 
"" SPIROGRAPH""" 

II 

160 PRINT "" ba R.WRIGH 

T""This Pro9. Produces P4tt 
erns which can be 9enerated ba t 
wo 9e4rs 4S follows 1 -" 

170 CIRCLE 60,51,40- CIRCLE 04, 
51,16= INK 3= PLOT 60,51= DRAW 0 
,40= PLOT 04,31• DRAW 0,16= PRIN 
T AT 12,7;"R"= PRINT AT 14,10;"r 
PLOT 94,51= DRAW 16,32= PLOT 
94,51= DRAW 10,30 
100 INK 7= PRINT AT 11, 12; "Per." 
190 PRINT AT 10,16;" The small 
er";AT ll,16;"9ear rotates";AT 1 
2,16;"around the";AT 13,16;"insi 
de of the";AT 14,16;"lar9er 9ear 

11 

, 

200 PRINT AT 15,16;"Producin9 a 
Pen";AT 16,16 j" trace." 

210 PRINT AT 17,16;" InPut R,r 
,and";AT 10,16;"radius of Pen";A 
T 19,16;"in small circle" 

220 PRINT AT 21,11;"Hit a kea"« 
PAUSE 0 

225 INPUT " Load A Pattern From 
TaPe?"; x % 1 IF x*-"a" THEN INPUT 
"filename ?";f»= CLS = LOAD f*C 
ODE = PAUSE 0= GO TO 150 
230 INPUT "Radius R <R<-S5> ?"; 
ra 

240 INPUT "Radius r ?";r 
250 INPUT "Pen radius ?";d 

255 1-NPIJT "ink colour ?";in= IN 
K in > 

256 INPUT "PaPer Colour ?";PaP 
300 PAUSE 50= IF ov-0 THEN PAPE 

R PaP = CLS = GO TO 10 
305 GO TO 10 

310 INPUT "Overprint another Pa 
ttern ?";q*= IF qs="y" THEN LET 
ov~ 1= GO TO 230 
315 IF q**="a" THEN GO TO 10 
320 INPUT "Printer coPa ?";q*= 
IF q*="a" THEN COPY 
330 INPUT "TaPe coPa ?";q$- IF 
q*="a" THEN INPUT "Filename ?",q 
*= SAVE qSSCREEN* 

340 GO TO 150 



mmmm 

C HOOSE THE SIZE of a big 
circle, a small circle, and a pen. 

The pattern produced by put¬ 
ting the pen in the small circle and 
rolling it round in the large circle will 
be produced on-screen. 

Spirodraw was written for the 16K 
Spectrum by R Wright of Liss, Hamp¬ 
shire. 


SINCLAIR PROGRAMS July 1983 


39 





FLYING 

SCOTSMAN 


D RIVE THE Flying Scotsman 
the 400 miles from London to 
Edinburgh in your scheduled 
time. You are required to input the 
throttle regulator setting every 10 miles 
and your choice of setting will be based 
on several factors. If there is slack or a 


station ahead you must brake immedi¬ 
ately. 

Watch the pressure guage—it must 
not fall below 150. Watch your speed; it 
must not exceed 100 or fall below' 0. 
Make sure that your setting takes the 
gradient ahead into account. Finally, 


make sure that you are keeping close to 
your schedule. Arriving four hours late 
is just as much a failure as stalling en 
route. 

Flying Scotsman was written for the 
16K ZX-81 by Ian Kemp of Abingdon, 
Oxfordshire. 


1 SLOW 

2 PRINT AT 0/b; "4472 flair* s 
cnfcsm»T>" 

? PRINT AT'3/8;"TODAY YOU HHV 
E THE PRIVILEGE OF DRIViNC THIS 
FAMOUS TRAIN FROM LONDON TO EDI 
NBURGH." 

4 PRINT AT 7,6;"DISTANCE IS 4 
00 MILES AND SCHEDULED TIME 450 
MINUTES WITH ONE STOP, AT NGUCAS 
TLE. - 

5 PRINT AT 11,0;"YOU ALSO HRV 
E SPEED RESTRICTIONSFOR THREE MA 
JOR STATIONS AND TWQTRRCK REPAIR 
S." 

6 PRINT AT 1"5,0;"TYPE ANY KEY 

TO CONTINUE." 

9 IF INKEY*-"" THEN GOTO 3 

10 CLS 

11 PRINT "THE REGULATOR IS A T 
HROTTLE- IT CONTROLS THE STEAM F 

LOW. " 

12 PRINT AT 4,0;"REGULATOR SET 
TINGS 0 TU 0; BRAKE WITH -1 AT a 
U SLACKS/STATIONS. MOST POWER I 
S REQUIRED TO ACCELERATE FROM SL 
ACKS, ESPECIALLY UP-HILL. LINE S 
PEED LIMIT 100 MPH. " 

13 PRINT AT 10,0;"FULL BOILER 
PRESSURE IS 220 PS1.IF YOU DRIVE 

TOO HARD, PRESSURE FALLS AND YO 
U WILL RAPIDLY LOSE POWER." 

14 PRINT AT 15,0;"NOTE THAT 1 
IN 208 IS A STEEP GRADIENT BY 
RAILWAY STANDARDS." 

15 PRINT AT 18,0;"HAVE A GOOD 
TRIP." 

IS PRINT AT 20,0;"TYPE ANY KEY 

TO CONTINUE." 

18 IF INK.EY*-"" THEN GOTO 16 

19 CLS 


20 PRINT AT 9,5;"4472 fl*i«9 s 
cotsman" 

25 LET M=0 
2S LET T=0 
30 LET H-U 
33 LET V=0 
35 LET S=ll 
40 LET P-220 
45 DIM 2<7> 

48 RAND 8 

50 LET 2<6>=INT <37»RND>*10+10 
55 LET 2<7>-INT <37TRND>*10+1O 
60 RAND 197 

71 LET Z< 1 >-260 

72 LET 2<2>*390 

73 LET 2<3>=?0 

74 LET 2<4>-320 

75 LET 2< 5 >-180 

80 PRINT AT 4,4;"MILES FROM LO 
NDQN";AT 5,11;"ALTITUDE " 

85 PRINT AT 7,0;“SCHEDULED TIM 
E";TAB 22;"ACTUAL" 

90 PRINT AT 10,2; "boiler Prm 
are" 

95 PRINT AT 13,2;"regulator Po 
ftition" 

100 PRINT AT 18,0;"<isP 1 2 * 4 5 6 * * * * * 12 13 14 15 * * 18 19 32*9h>" 
105 PRINT AT 19,0;"<i»P r 5*sP 9a 
8*sP- 9f 5**P•i ftp 3*»P 90•5*ftP•l 

sp >" 

110 PRINT AT 20,0;"KINGS PETER- 
YORK NEW- EDIN-" 

115 PRINT AT 21.0;"CROSS BOROUG 
CASTLE BURGH" 

125 PRINT AT 4,0;M;AT 5,20;INT 
." FEET 

130 PRINT AT 8,9;"SPEED ";1NT V 
M M.P.H. " 

150 PRINT AT 10,18;P; *' P 
160 PRINT AT 2,0;" 


200 IF M=400 THEN GOTO 90O 
205 LET HN=RND*500 
210 IF M—390 THEN LET HN=0 
215 LET G-52GO0/<HN-H > 

220 LET H*HN 

225 PRINT AT 6,O;"NEXT GRADIENT 
1 IN “;INT Gi" 

230 FOR N-l TO 7 

235 IF M*2<N> THEN GOTO 700 

240 NEXT N 

245 INPUT R 

250 IF R>8 OR R<0 AND RO-1 THE 
4 GOTO 245 

255 LET A»< 220*P*SCIP R/'6-B0OO V 
< V+30>-25O00XG-V»Vr !50-3O0/<V*1> 

269 LET M-M+10 
265 LET Q«V*V+20*A 

270 IF O<0 THEN GOTO 650 
275 LET TD=60*<SQR Q-VVA 
280 LET V-SOR Q 

285 IF V>105 THEN GOTO 850 

299 LET P-P-CR-3V0.5 

292 IF P<150 THEN GOTO 640 
295 LET T-T+TD 

300 LET S-S+1O+400/G 

310 IF P>220 THEN LET P-220 
320 LET X-INT <0.0775*M-0.45> 
330 PRINT AT 18,X;"<9h• isp>" 

355 IF R<-0 THEN GOTO 601 
360 IF R-8 THEN GOTO 600 
370 PRINT AT 13,21;R;'V6 
375 PRINT AT 7,15;INT S;" MN";T 
AB 29;INT T 
380 GOTO 125 

600 LET R*-"FULL 

601 IF R<0 THEN LET P*»"BRAKING 

•• 

602 IF R=0 THEN LET R*-*'CLOSED 

N 

605 PRINT AT 13/21;R* 

610 GOTO 375 


SINCLAIR PROGRAMS September 1983 


7 

















I 


640 PRINT AT 2,0;"brakes leaked 
on" 

64*5 PAUSE 2Q0 

650 PRINT AT 2,0;"you have stal 
led" 

655 IF V*0 THEN GOTO 890 
660 LET T=T+l5+300/V 
665 LET P=P+10 
670 LET V-0 
689 GOTO 300 
700 LET M-M+10 
710 LET VN*20 
715 IF N<~4 THEN LET VN’40 
717 IF N<“2 THEN GOTO 755 
720 PRINT AT 2,0;"slack ahead " 
;VN;" M.P.H." 

725 INPUT R 

720 IF RO-1 THEN GOTO 850 

732 IF N”4 THEN PRINT AT 2,0;"b 
erwick □ welcome to Scotland" 

733 PAUSE 100 

735 LET TD«1200/<V+VN> 

740 LET V-VN 

745 LET S^S+U5^V+10> 

750 GOTO 290 

755 PRINT AT 2,O;"station ahead 

M 

760 LET VN~0 
770 GOTO 725 
850 FAST 
855 CLS 

860 PRINT AT 2,0;"you have eras 
hedJexcessxve speed" 

870 GOTO 2005 

890 PRINT "YOU ARE STUCK. flNOTH 
ER ENGINE IS SENT TO HELP YOU. 

fl 



V.v r- 


896 LET T^T+100 
909 LET E“INT <T-S> 

901 PAUSE 500 
903 CLS 

905 GOTO 1000+ET2 
10OO PRINT "GOOD RUN MATE" 


1801 STOP 

1820 PRINT "NOT BAD MATE" 

1021 STOP 

I860 PRINT "POOR RUN I*M AFRAID" 
1061 STOP 

2800 PRINT » YOU ARE VERY LATE.. 


.. ALL THE PASSENGERS COMPLAINE 

D. " 

2005 PRINT AT 4,4;"YOU ARE DEMQT 
ED TO CLEANING STEPHENSONS ROCKE 
T." 

2010 STOP 



LINE 18 of Frogger on page 38 of the 
July issue should read: 18 PRINT 

The asterisk shown on line 1530 of 
Lacemaker on page 12 should be an 
inverse asterisk. 

On lines 1300 and 1310 of Astral 
Foxgloves on page 13, only the second 
“b”’ and the second “c” should be 
underlined. 


In Grumphers (page 22) line 400 
contains a graphic C, line 330 a graphic 
A, line 840 a graphic B, and line 350 i 
graphic D. 

The top halves of the hoops in 
Hoop-La on page 35 are made up of 
graphic A and B, and the bottom halves 
are made up of graphic C and graphic 
D. 

Line 20 of Light Cycles, page 37, 


contains 32 graphic As and 30 graphic 
Bs. 

The diagonal line which appears on 
line 1090 of Personal Finance on 
page 47 represents a £ sign. 

Line 50 of Monsters, page 49, con¬ 
tains a graphic F and a graphic I, line 
2110 contains 32 graphic As, line 2140 
a graphic B, and line 3000 a graphic C. 


B 


SINCLAIR PROGRAMS September 1983 




••••••• ••••• •••••• ••••• ••••••• ••••••• 

••••••• ••••••• ••••••• ••••••• ••••••• ••••••• 

• ••MM ••••••• ••••••• ••••••• ••• »•> >•• •••• 

••• - •••<%•• •••/>•• ••• >- 

•••*»»* ••• ••••••»••• •••«#•• MMtM 

• •••••• •••* ••• ••••••• - ••••••• ••••••• 

::r" ::2 j :::: w. 

••• ••••••• ••• ••• ••••••• ••••••• ••• 

••• ••••••• ••« »•• ••••••• ••••••• ••• 

• ••' ••••• ••« M* ••••• ••••••• ••• 






• ••MM 
••••••• ••• 

IY£Z ::: 


s ****** 




******* •••*•• ****** 


Y OUR CRAFT appears on the 
left-hand side of the screen and 
must travel through the gaps in 
the forcefield to reach the right-hand 


side. Skilful flying on your first flights Move down with A and up with L. 
may succeed in destroying the edges of Forcefield was written for the 16K 
the forcefields nearest to the gaps and or 48K Spectrum by G Woolnough of 
thus make subsequent flights easier. Coventry, West Midlands. 


1U0 GO SUB 3000 
3 50 PAPER 0 : BORDER 0= LLS 
175 LET b-0 

£00 INK ?• PRINT AT 0,0;"FIi3ht 

• (Best • " 

205 PRINT fiT 1.0; INK 6i*WJ IN 

K 5; a**a********3**<*j*«**33**.i 

INK 6 i"W 

210 FOR n-2 TO 20 STEP 2 
220 PRINT AT n,0;"l";AT n+1,0;" 
b '• 

220 PRINT AT 21,0; iNK 6 ;T'j I 
NK 5; M 

INK 6j , W i 
240 NEXT n 

255 INK 2' FOR n»2 TO 2Q PRINT 
AT n, 31; 1 NEXT n 

260 INK 7- FOR J-7 TO 27 STEP 5 
■ FOR n-2 TO 20 1 PRINT AT n,j;"_£_ 
" • NEXT n 

270 FOR m-1 TO 3< LET k-INT CRN 
D#18)+2■ PRINT AT k.jj INK Qi‘W 

• NEXT m r NEXT j 

275 LET »c-1000< LET fl-0 
280 REN SHIP 
285 LET q-INT <RND*9>+1 
290 LET 4-q*2' LET q-q+1 

310 LET u-1 

311 PRINT AT 0.7;fl' PRINT AT 0 

. 16;sc; " '' 

312 IF fl-10 THEN GO TO 420 
315 LET fl-fl+1- PRINT AT 0,7;f 

l 

319 PAUSE 25 

320 INK 6' PRINT AT 4/u;"^ 

325 FOR k-1 TO 8- NEXT k‘ BEEP 


. 01.20 

330 PRINT AT 4.u; M * 

350 IF ATTR <4.u+l>-2 THEN GO 
TO 1000 

360 IF ATTR <q,u+l>-5 THEN GO 
TO 2000 

370 IF ATTR <4,u+l>-7 THEN GO 
TO 3000 

375 LET 4-4-KINKEY*-"* n >-<INKEY 

*-'* l •* > 

395 LET u-u+l 
400 GO TO 320 

420 FOR N-2 TO 2Q- PRINT AT N.4 

i " “- PA 

USE 7- NEXT N 

421 IF sc>b THEN LET b»sc 

422 PRINT AT 0.28;b 

425 PRINT AT 5.3;"WOULD YOU L1K 
E ANOTHER GO?"- BEEP .01.4- BEEP 
.02,5 : PRINT AT 7.15;"<Y^N>"- F 
OR N-0 TO 4' BEEP .01,N« NEXT N 
430 IF INKEYS-"" THEN GO TO 43 

0 

440 IF INKEYS-"*" THEN PRINT A 
T 5.3;*' 

"iAT 7.15;" “;AT 0.7;“ 

"■ GO TO 260 

450 IF INKEYSO"*" THEN PRINT 
AT 10.10;"SO BE IT.FAREWELL."- S 
TOP 

1010 FOR o-l TO 10 

1020 BEEP .01.INT <RND*30> 

1030 NEXT n 

1040 LET sc-sc+200 

1999 GO TO 280 

2000 PRINT AT 4,w;" " 


2010 FOR n-16 TO 8 STEP -1 
2020 BEEP .01.* 

2040 LET sc—sc—100 

2050 PRINT AT q.u; INK 5;"^' 

2999 GO TO 280 
3010 FOR n-15 TO 10 STEP -1 
3020 BEEP .01, tv BEEP .01,n-3 
3030 NEXT * 

3048 LET sc—sc—100 
3999 GO TO 280 

8999 STOP 

9000 FOR k-1 TO 5 1 FOR n-0 TO 7' 
READ POKE USR CCHRS <143+k>> 

+*,*> NEXT n- NEXT k 

9010 DATA BIN 11111111.BIN 00000 

000,BIN 11111111/BIN 10101010.BI 

N 01010101.BIN 11111111/BIN 0000 

0000.BIN 11111111 

9020 DATA BIN 10100000.BIN 10101 

000,BIN 10100100,BIN 10100010,BI 

N 10100001.BIN 10100010,BIN 1010 

0100.BIN 10101000 

9030 DATA BIN 11111100,BIN 00111 

000,BIN 00111100,BIN 11111111,BI 

N 00111100,BIN 00111000,BIN 1111 

1100,BIN 00000000 

9040 DATA BIN 11100001,BIN 11010 

001,BIN 11001001/BIN 11000111,BI 

N 11000111/BIN 11001001/BIN 1101 

0001.BIN 11100001 

9058 DATA BIN 00000001/BIN G0100 

110,BIN 10111100,BIN 01011100.BI 

N 01011100,BIN 10111100,BIN 0010 

0010.BIN 000O0001 

9360 RETURN 

9999 SAVE "FORCE" LINE 1 


SINCLAIR PROGRAMS December 1983 


39 











A NARROW WINDOW appears 
in the middle of the screen, 
through which can be seen a 
moving line of grey squares. Whenever 
a grey square appears between the 
markers in the middle of the window 
press any key to replace it with a star. 
When each of the 32 grey squares in the 
loop has been replaced by a star, and 
any squares which have appeared in the 
course of the game have been replaced, 
your skill percentage will be shown. 

That will be lower if you have not 
pressed a key when a grey square has 
been between the markers, or if you 
have pressed a key when a star was 
between the markers. 

Star Shooter was written for the IK 
ZX-81 by Adam Freed of Bognor Regis, 
Sussex. 


2 CLS 

3 LET T=SGN PI 

4 LET 3“T 

5 PRINT RT CODE "< 9d >" >CODE " 
<9s>”;"< 5*isp *i+•5 *i sP>";TAB COD 
E " < 9s > ".; " < l Sp > "; HT CODE " < 9s > " , 
CODE "="; '*< l sp > **; TAB CODE "< 9s > " 
; "<5*isP : i+5*j.sp >*' 

10 LET A$="< 32*9hV 

20 IF RND<.1£5 THEN LET A*<INT 
c RND*CODE " 4 M >♦ SGN PI >« M < 9a > " 

30 PRINT RT CODE "<9s>%VAL " 1 
1"; ASK CODE "£“ TO CODE " = " > 

40 LET fl$~fi$< CODE "<92)" TO >+ 
A* < CODE "<9l >" ) 

45 LET T -T +<. R3K CODE "?" >«=*'< 9a ) 

50 LET S“S+< A$< CODE "?")®"<9.a> 
M AND 1NKEY$< >"">—<R$< CODE "?">* 
AND INKEY$< >"" > 

55 IF INKEY$< >" " THEN LET A*<C 
ODE "?“ )=*"#" 

60 IF ****#***#*#***#*##»# 
***#:m*****" THEN GOTO VflL "00" 

70 GOTO CODE "=" 

80 PRINT RT CODE "<9s VS VflL "1 
1": " CAME*OVER " 

90 IF S<NOT PI THEN LET S»NOT 
PI 

95 PRINT RT CODE "*",NQT PI;"Y 
OUR SKILL PERCENTAGE®";INT < < S/T 
>* 100 > 

99 IF INKEY*® 11 " THEN GOTO VAL 
"99" 

100 RUN 


SINCLAIR PROGRAMS September 1983 

















1 1W_ 

SOFTWARE rnJ 


DOOMSDAY 

CASTLE 

is an arcade style game 
with the feel 
of a real adventure 



is available at £6.50 from 

FANTASY SOFTWARE, FALCONBERG LODGE. 27A ST GEORGES ROAD, CHELTENHAM. GLOS GL50 3DT 
despatched by return first class post together with free membership and current newsletter of the Fantasy Micro Club 

Trade Enquiries welcome - telephone 0242-583661. 


You take on the role of our super hero ZIGGY 
shown here above in his exploratory 
capsule in combat with an Urk disguised as a 
pangalactic gargleblaster | II) This is a true 
representation of the on-screen graphics. 


Doomsday Castle consists of a labyrinth of 76 complexly inter-connected Halls and Passages 
where you will meet a whole host of adversaries serving the infinitely evil Scarthax, the Garthrogs, 
the Orphacs, the phenomenally nasty Googly Bird and the Urks which manifest themselves in over 
fifty unbelievably weird and wonderful guises. 

Scarthax has scoured the Universe to bring together the six ancient stones of lifeforce. United in 
Doomsday Castle they are being used to wield an irresistable power over the cosmos, emanating 
waves of corruption through every galaxy. 

To save the Universe, you must battle your way through the Castle to find and collect the six 
stones and use their force against 
Scarthax to destroy Doomsday 
Castle, hopefully escaping 
yourself before the final 
cataclysmic explosion. 

The task is not easy 
(saving the Universe 
never is!) and It will 
take youmany games to 
unfold the structure 
of D^pmsday Castle and 
discover the locations of the 
ancient stones. The addictive 
arcade style action will keep you 
coming back to play but the 
overall challenge should still 
keep you occupied for months. 


FANTASY SOFTWARE 

is available from 
W.H.SMITHS, JOHN MENZIES, 
LASKYS, GREENS, RUMBELOWS, 
SPECTRUM GROUP, 
COMPUTERS FOR ALL and all other 
good software retailers. 


For 48K 
Spectrum 





10 LET X=CODE "< 95 V 
20 LET Y=CODE ,, 2 M 
30 DIM C<I+J,J> 

40 LET S=0 

50 LET X=X+< INKEY**"6" OR X*0> 
-< INKEY*="?" OR X=COOE "<9s>"> 

60 LET Y=Y+CINKEY$="8" OR Y=0> 
-<INKEY**"5" OR Y*CODE "3"> 

70 LET R=INT <RND*J>+I 
80 LET C< R, I )*C< R, I >+< X>C< R, I > 
X< OCR, I > > 

90 LET OCR, J>=C<R, J>+<Y>C<R, J> 
>-<Y<C<R, J>> 

100 LET S=S+I 

110 PRINT RT X j YRT C<R,I>, 
C<R/ J>j "< i % > " i RT 0,0; S 
120 IF X< >C< R,I> OR Y< >C< R,J > T 
HEN GOTO CODE "M" 

130 PRINT RT X,Y;"GOTCHA" 


G OTCHA is an exciting game 
for the IK ZX-81 which can 
be played again and again 
without becoming boring. It requires 
some skill and forethought. 

It was written by Paul Sutton, a law 
student of Cardiff, South Glamorgan. 
He owns a ZX-81 with 16K RAM pack, 
which he uses normally to help him in 
fantasy games, such as dungeons and 
dragons. 

You—an asterisk—must avoid the 
two intelligent ghosts—inverse aster¬ 
isks—for as long as possible. As each of 
you leaves a trail, it can become imposs¬ 
ible to spot the ghosts for long periods. 

Remember that you can cross your 
own trail or that of the ghosts, that you 
can move only in the upper half of the 
screen, and that you can move faster 
than the ghosts. Your movement is 
controlled by the usual cursor keys. 
Start by entering GOTO 1. 


SINCLAIR PROGRAMS July 1983 


29 







5 LET H-0 
10 PRINT 

SUPPOUND-81 

MOVE VOUR MAN( X) AROUND 
THE SCREEN USING THE 
CURSOR KEYS(5,6,7,8)AND 
EAT THE POINT-PODS< S >. 

DO NOT CRASH INTO THE 
DEADLY WALLS<9raPhic H ).EAT 

THE" 

20 PRINT 

" ESCAPE PILLS(SraPhic T) 
TO GET ONTO A HARDER LEV 

EL. 

INPUT DIFFICULTY 
LEVEL <1-4 >" 

25 LET A*-INKEY* 

30 IF A*-"" THEN GOTO 25 
35 IF A*<>"1" AND A«<>"2" AND 
A*< >"3" AND A*< >"4" THEN GOTO 25 
40 LET L-VAL AS/8 
45 LET S-0 
50 CLS 

60 LET A-l+PEEK 16396+PEEK 163 
97*256 

65 PRINT "<2*IS)SURR0UND-81<7* 
IS )SCQRE-(6,IS)" 

70 PRINT "<32*IS>" 

80 FOP F-l TO 19 
90 PRINT "(IS )";TAB 31; "(IS)" 
100 NEXT F 
110 PRINT "<32*IS)" 

120 LET X-345 
123 LET Y-336 

130 IF INKEY*-"5" AND PEEK (A+X 
-1)0128 THEN LET X-X-l 

148 IF INKE V *”"6" AND PEEK (A+X 
+33)0128 THEN LET X-X+33 


158 IF INKEY*-"7" AND PEEK (A+X 
-33)0128 THEN LET X=X-33 
160 IF INKEYS="8" AND PEEK <A+X 
+ 1)0128 THEN LET X-X+l 
a65 IF X-Y THEN GOTO 125 

PEEK (X+A)~136 THEN GOTO 


IF 


170 
360 

175 IF PEEK <X+A>-13 THEN LET S 
=S+100 

180 IF PEEK (X+A >=6 THEN GOTO 3 
00 

185 POKE <X+A),61 
190 POKE < Y+A),0 
200 LET Y~X 

210 IF <RND<L) AND (PEEK (A+X+2 
>0128) AND (PEEK (A+X+D0128) 
THEN POKE (A+X+INT <RND*2)+1),13 
6 

220 IF (RND<L> AND (PEEK (A+X-6 
6)0128) AND (PEEK (R+X-33XM23 
) THEN POKE (A+X—((INT (PND*2)+1 
)*33>), 136 

230 IF <RND<L) AND (PEEK (A+X+6 
6)0128) AND (PEEK (A+X+33XM28 
) THEN POKE (A+X+((INT (PND*2)+1 
)*33 ) ), 136 

240 IF (RND<L> AND (PEEK (A+X-2 
X>128) AND (PEEK (A+X-D0128) 
THEN POKE (A+X+INT (RND*2)-2),13 
6 

250 IF RND<.1 THEN PRINT AT INT 
(PND*19 >+2,INT (PND*30)+1;”*" 
260 IF RND<.03 THEN PRINT AT IN 
T (RND*19)+2,INT (RND*30)+l;"( 
aPhic T>" 

270 LET S-S+10 
280 PRINT AT 0,26;S 
290 GOTO 125 
300 LET S^S+300 


Y OUR TASK is 10 collect as many 
points as possible by moving 
round the playing area colliding 
with the dollar signs appearing at ran¬ 
dom. In the course of play you will find 
yourself increasingly constrained by the 
sudden materialisation of deadly walls— 
constructed of graphic H. They must be 
avoided at peril of your life. 

In addition, gateways on to new lev¬ 
els of play will appear. They are signi¬ 
fied by graphic Ts and will transport 
you into new playing areas. You move 
by means of the cursor keys and are 
given a running score of your achieve¬ 
ments. Full instructions are given with 
the listing. 

16 K Evasion was submitted by Peter 
Hawkin of Leeds. In our listing, lower¬ 
case lettering indicates graphics instruc¬ 
tions; IS signifies Inverse Space. (16K 
ZX-81). 


305 POKE (A+Y),0 
310 FOR F-l TO 25 
313 POKE X+A,61 
315 POKE X+A,6 
317 POKE A+X,134 
320 NEXT F 
325 CLS 
330 PRINT 

WELL DONE. YOU HAVE COMPLETED 
ROUND ONE AND HAVE BEEN AWARDED 
300 BONUS POINTS FOR DOING SO. 
PRESS ANY KEY TO GET ONTO A 
HARDER LEVEL." 

335 LET L-L+.125 

340 IF INKEY*-"" THEN GOTO 340 

350 GOTO 50 

360 POKE A+Y,0 

365 FOP F-l TO 25 

370 POKE X+A,61 

375 POKE A+X,136 

380 POKE A+X,0 

390 NEXT F 

400 CLS 

410 PRINT "YOU CPASHED INTO A W 
ALL. YOUR FINAL SCORE WAS ";Sj 

N II 

420 IF S>H THEN LET H-S 
425 PRINT 

430 PRINT "THE HIGH SCORE IS 
H; “. " 

435 PRINT 

440 PRINT "PRESS ANY KEY FOR AN 
OTHER GAME." 

450 IF INKEY*-"" THEN GOTO 450 
460 CLS 
470 GOTO 10 
9000 SAVE "SURR" 

9010 RUN 


evasion 


24 


SINCLAIR PROGRAMS May 1983 







Y OU HAVE one minute to catch as 
many types of insects as possible 
with the sticky tongue of your 
frog. The controls are 5 — skip left; 8 — 
skip right; 6 — jump left; 7 — jump 
right; 0 releases the tongue. Press R to 
return to the lily pad for a new game. 

Bugfever was written by Simon Cox 
of Dunstable, Beds. 


0100,BIN 11010100,BIN 11101001,8 
IN 1110001,255 

20 DATA 14,17,17,35,37,42,116, 
63,96,152,8,8,16,32,132,248 

900 BORDER 5 s PAPER 8- BRIGHT 1 
• CLS ■ FOR n-Q TO 10' PRINT AT 
n, 0; PAPER 5,, « NEXT n FOR n-U 

TO 21* PRINT AT «,0; PAPER 1,,« 

NEXT n 

901 INK 7 1 FOR r-0 TO 80 STEP 1 
6* FUR q-0+RND*4 TO 255 STEP 16 

PLOT 4,r2,2’ DRAW 2,-1' 
NEXT q* NEXT r 

911 LET tiroe-60 LET score-0 

912 INK 1= PAPER 4- PRINT AT 17 
,3; "< i »P ' 193 19*sP ■ i93> *‘ 

913 PRINT AT 18,3,'' 


6, PAPER 1;" <9*'9b> " 

920 RESTORE 20- FOR n-O Tu 15’ 
READ a- POKE USR 9a > "+r», a' NEX 
T * 

930 FOR -1 = 1 TO 0 STEP -.1* PLOT 
INK. 6;224,175- DRAW INK 6;31, 
-q*4,q= NEXT 1 

940 OVER 0- FOR r=40 TO 200- FO 
R q-1 TO 4- PLOT INK 3;r+q,16> 
DRAW INK 3;0,12- NEXT q' LET r- 
r+lNT <10+RND*20> NEXT r 
1010 PAPER S' INK O• REM fro9 

1015 PRINT AT 21,0; PAPER 4,, 

1016 PRINT AT 21,11, INK 7;"BUGF 
EVER" 

1020 LET x=l6 : LET y-l3 

1021 PRINT AT x,v; INK 7;" <9q > " 

1025 LET z-10 

1026 GO TO 5368 

5020 FOR n»x-3 TO x-z+<3 AND y>« 
25 AND z>3) STEP -1 INK 0+C7 AN 
D n>10>< BRIGHT 1- PRINT AT n,w; 
"9i AT n+1 ,*< >"9k ";AT n+2,s;"l 
";AT n+2, y/" H ■ GO SUB 6050 
5030 NEXT n / 

5035 PRINT AT n+l,*;" "; AT r>42,y 
;" AT r+3" 

5040 FOR P=* TO *+4-<3 AND *>-25 


1 DATA 14,17,17,35,37,42,116, 
63,96,152,8,8,16,32,132,248,96,1 
58,65,48,*2,7,5,9,3,4,100,181,23 
4,100,4,2,24,32,64,170,85,64,32, 
24,0,0,132,62,61,255,62,32,0,127 
,1,0,1,127,0,0,3,14,255,255,255, 
14,3,0 

2 DATA 240,0,128,126,128,0,24 
0,0,0,0,0,0,130,130,130,186,186, 
254,124,124,56,56,56,56,108,68,6 
8,68,68,68,68,0,0,34,34,34,24,34 
,34,54,28,26,28,28,62,62,127,93, 
93,65,65,65,65,0,0,0,112,216,124 
,126,255,127,63,255 

3 DATA 14,27,62,126,255,254,2 
52,255,248,0,128,255,128,0,243,0 
,0,0,254,128,0,128,254,0,0,132,1 
12,255,255,255,112,192,0,15,O,1, 
4,1,0,15 

4 RESTORE * FOR 1-0 TO 167 ST 
EP 8- FOR r-0 TO 7- READ a POKE 

USR "(.9 ar+q+r,a- NEXT r NEXT 


914 PRINT AT 19,3;" <i*P 93 2l*s 
p 93 y 

915 INk 0- PAPER 4- PLOT 35,26' 
DRAW 170,0 

916 FOR n-45 TO 190 STEP 8 PLO 
T n,26' DRAW 8,8' DRAW -8,-8' DR 
AW 8,-6' NEXT n 

917 FOR n-0 TO 255- PLOT INK 4 
;n,8- DRAW INK 4;0,1NT <RND*8>' 

NEXT n 

918 RESTORE 10 > FOR rt-0 TO 15- 
READ a POKE USR " < 9a ) "+n,a - NEX 
T rt 

919 PRINT AT 19,1; INK 3; PAPER 
1; '* < 9a 9b > *'; AT 16,3; INK 6; PAP 

ER 1; '' <9a 9b) ";AT 16,26; INK 7; 
PAPER l;"i9^i9b2";AT 19,28; INK 


10 DATA BIN 1010018,BIN 01O101 
01,BIN 01010101,BIN 00101011,BIN 
80101011,BIN 10010111,BIN 10001 
111,BIN 01111111,BIN 01100101,81 
N 01101010-BIN 10101010,BIN 1101 
0100,BIN l1010100,BIN 11101001,B 
IN 1110001,255 

15 DATA BIN 1010010,BIN 0101U1 
01,BIN 01010101,BIN 00101011,BIN 
00101011,BIN 10010111,BIN 10U01 
111,BIN 01111111,BIN 01100101,BI 
N 01101010,BIN 10101810,BIN 1101 


5050 PRINT AT n,P;" <99-9h-9i> 

5051 IF INKEY*-"0" THEN BEEP 
1,0 PRINT AT n,P+3; INK ©;"<9 


5052 IF <SCREENS <n,P+4><>" " > A 
ND INKEY*-"0" THEN PRINT AT Y>,P 


SINCLAIR PROGRAMS February 1984 


29 





+3; INK 2;" (9r) "' FOR r*5 TO I S 
TEP -1= BEEP 73l,-r NEXT r = PR1 


NT PT a.j b-1 


LET score=sc 


ore+scl 1 CO SUB 5310 
5053 GO SUB 6050 

5060 NEXT P 

5061 LET txme«time-<4 PND z<>3>- 
(.4/10 PND z«3> 

5065 PRINT PT n,p-l; u 

5070 FOR n-x—z+<3 PND *>-25 PND 

z>3> TO x INK 0-K7 PND r.> 10 > P 

RINT PT n-3,*+4; " <9m> ";RT r»- 2 ,* + 

4; '* < 9n ) *'; PT r>-l,*+*7"<9or;PT r,- 

4,*+4;" "« GO SUB 6050 

5080 NEXT n 

5085 PRINT PT n-4,*+4;'' ";PT n-3 
/V+4-" ";PT rt-2,*+4,” " 

509G LET *-*+4' PRINT PT x.v; IN 
K 7;” C94 > " 

3895 BEEP .01,-20' BEEP .01,-10 
5096 IF *>=29 THEN LET txme=tim 
e-3* PRINT PT x,*; INK 1 ;" ” * IN 
K 7 • FOR r.= l TO 20 BEEP .063, tv 
PLOT 236,32 ! GO SUB 605O DRAW 
INT < -10-*-RND*20 ), I NT <RND*l5>' N 
EXT n ; GO SUB 6050 FOR 4-16 TO 
18' PRINT PT 4,28; PPPER 1;" 

GO SUB 3120 GO SUB 6050 = NEX 
T 4 - LET X=l 6 : LET *=13 
5100 RETURN 

5128 FOR n=x-3 TO x-z STEP - 1 ■ 1 
NK 0+< 7 PND n>10> PRINT PT r>,*; 
" <9j > '*;RT n+1,*; "<9k_>";PT n+2,*, 
” <91 > **;PT n+3, *; ” " ■ GO SUB 6950 
5130 NEXT r. 

5135 PRINT PT n+1^;- ”;PT rt+2,* 
>'* "; PT ri*3, *; " " 

5140 FOR P=* TO *—4 STEP -1 
5158 PRINT PT n, P; ”< 9u. 1 9t 9s > ”• 
GO SUB 6050' POKE U^R ”<9ur+4, 
4 

5156 IF 1NKEYS="0" THEN BEEP .0 
1,0' POKE USR "<_9u>”+4,255 

5157 IF <SCREEN* <n,P-l><>” ”> p 
ND INKEY*-"0” THEN POKE USR ”<9 
u )”+4,255 * FOR r=5 TO 1 STEP -1 
“BEEP . 01 ,-r- NEXT r PRINT RT 3 


,b-l;“ "■ LET score-score+sc 

1- GO SUB 5310 

5160 NEXT P 

5161 LET time-time-<4 PND z<>3>- 
<4/10 PND z-3> 

5165 PRINT PT n,P*l,” 

5170 FOR n-x-z TO x- INK 0 +< 7 RN 
D n>10>' PRINT PT iv-3,*-4;" <9m) ” 
; PT n—2, *—4; ** < 9n ) ”; PT n-l,*-4;”< 
90 >**;PT n—4, v—4; ” -> GO SUB 6050 
5180 NEXT n 

5185 PRINT PT n-4,*-4; ” ";PT r>-3 
,*-4;" " ;PT r>-2,*-4;” - 
5190 LET *=*-4' PRINT RT x,*;"<9 
P >" 

5195 BEEP .01,-20 1 BEEP .01,-10 

5196 IF *<-3 THEN LET time-time 
-3' PRINT PT x,*; INK 1 ,” •« INK 

7- FOR r=l TO 20' BEEP .003*YV 
PLOT 11,32' GO SUB 6050' DRfiUi IN 
T <-10+RND*20>,INT <RND*10>’ NEX 
T iv GO SUB 6050 FOR 4-16 TO 18 
' PRINT PT 4,0; PPPER 1;" "• G 

0 SUB 9110 GO SUB 6050 NEXT 4 
LET x-16 1 LET * = 13 
5280 RETURN 

5310 LET a.-INT <i+RND*7> LET bl 

=INT <1+RND*3> 

5320 IF bl = l THEN LET aS=*'(.9j.'9 
b > ” ' LET d—1 = LET dl =8 LET b- 
29- LET sc1=150 

5338 IF bl=2 THEN LET as="<9d'9 
e > ” : LET d—1 = LET dl=0' LET b= 
29- LET sc1=280 

5340 IF bl-3 THEN LET a*=" <9c 
9fV LET d=l« LET dl=29 LET b= 
0 ' LET sc1=50 
5350 RETURN 
5360 GO SUB 5310 

6000 GO SUB 6050 

6001 PRINT PT 21,0, INK 7;"TIME' 
";INT txme PND time>- 0 ;” ";RT 2 l 
, 22 ; INK 7; •'SCORE ”;score 

6002 IF txme <*0 THEN LET time -0 
■ PRINT PT 10,9; INK. 7; PPPER 4, 
" GRME-OVER "• GO TO 9000 


6005 IF INKEYS=" 8 " THEN LET z=3 
BEEP .01,8' GO SUB 5016' 

6010 IF INKEYS-"7" THEN LET z=x 
-a.-l BEEP .01,7' GO SUB 5016' 
6020 IF INKEYS-yS” PND *>1 THEN 
LET z-3■ BEEP .01,5’ GO SUB 512 
0 . 

€030 IF INKEYS=" 6 " PNC> *>1 THEN 
LET z=x-a-l 1 BEEP .81,6 GO SUB 
5120' 

6035 LET time-tme-l/lQ 

6046 GO TO 60O0 

6050 PRINT RT *,b; INK Q; a.® 

6060 LET b-b+d 1 IF b-dl THEN PR 
INT PT a, b-l;" "= GO SUB 5318 

6065 BEEP .001,b 
6070 RETURN 

9000 IF INKEYSO'V" THEN GO TO 
6080 

9015 PRINT PT 1,12;"SCORING";PT 

2 , 12 ;”-" 

9020 PRINT PT 4,3 ; 11 > 9d : 9e) DRRG 

ONFLIES- 200” 

9040 PRINT RT 6,3;"<9a 9b) BUTT 

ERFLIES-150” 

9870 PRINT PT 8,3;"<9C 9F> FLIE 

5 -50 " 

9080 FOR ri=l TO 50' NEXT n 
9090 IF INKEY$< >"r" THEN GO TO 
9O90 

9100 FOR ri=l TO 10 ' PRINT PT r .,0 
; PPPER 5; INK 7;” 

"• NEXT r> = PR1 

NT PT 21,28; PPPER 4; INK 4;” 

” PRINT PT x, *;" "• LET score- 
0 LET z=lQ' LET x=l 6 • LET *= 13 : 

LET time= 6 l' PRINT PT x,*; INK 
7; *' < 93 > " ' GO TO 5360 
9110 INK 7- FOR n=0 TO 16 STEP 1 

6 -- PLOT tv 32' DRRW 2,1- DRPW 2,- 
1 - NEXT rv PRINT PT 16,13; "< 94 >” 

‘ RETURN 

9120 INK 7- FOR r»*G» TO 16 STEP l 
6 - PLOT n+230,32' DRPW 2 ; 1 DRRW 
2,-1' NEXT n PRINT PT 16,13;”< 
94 >" ' RETURN 


30 


SINCLAIR PROGRAMS February 1984 










GRID RUN <5 a high resolution. fnitl machine codo gamo using tho 
spoctrums sound and colour 10 iho lull Sot in o mofo you must 
avoid oncoming android cors bont on your destruction. Bonus cqr 
ovory 10,000 points “Famous Five" holl ol fame, Incrooslng spood 
an<l difficulty Thoro is oven a bold button to got your brooth bock 
PONTOON Included on sido B absolutely Iroo. Pontoon has lull 
graphical representations ol all tho cords including King, Queen, 
Jock. “Intelligent" play ol aces, and lull analysis ol results at end ol 
each gome REF. GRID. 



LAST SUNSET FOR LATTICA (Original) is o true graphical adventure 
gamo in real timo. Your oim is to dolose a bomb hidden somewhere 
in a highly complicated moro avoiding many well armed android* 
along tho way. Extra lives mo thoro lor tho taking, so oro the keys to 
toko you to tho next level and oil tho while tune is running out lor Iho 
little Plonot ol Lattice. REF SUN. 


All these games are available for the ZX Spectrum 48K for the incredible 

price of only £ 5.50 including P&P VAT etc. Just complete the mail 

order form for prompt dispatch by return of post. 

Arcade are dommitted to original game concepts so look out for new 
titles in the Arcade range. Trade enquiries welcome. Phone Orpington 
35639 anytime or write to Arcade Software Ltd, Technology House, 32 
Chislehurst Road, Orpington, Kent BR6 ODG. 



THE DETECTIVE (Original) You thought ll was |ust anothOf “Take 
Iho secrets Irom o Solo and Run" job bill Iho mob (bought 
diflerontly they will (ry everything to slop you (his llmo. II 
madmen, lasers, bombs, dynamite, daggors, barrels, blislor bombs, 
croton, helicopters, lots and fourteen othor lovels do not got you. 
you might jtijd mnko it, Opening tho solo has Hu pitlalls too. Fast 
moving, m/d game with excellent graphics and sound. A very 
addictive game. REF. DET. 


TO: ALL MAIL ORDERS 


Qty. 

Item 

tern Price 
C 

Total 

c 



















RAIDER OF THE CURSED MINE (Original! Grood drove you down 
into tho old diamond rnmo. ehoor determination and luck is tho only 
woy out ogoin. Lilts help you. so do lamps, and diamonds can be 
worth a fortune but bowaro ol tho evils that lurk doop in tho mine. 
Trolls who throw boulders at you, spiders who eat you. ghosts who 
show no morcy and bats who steal things, add to this n time bonus 
and you havo an exciting Arcade quality gome Roach level 32 and 
oscope to tho big outside world REF. RAID, 


DON 'T FORGET YOU CAN AL WA YS ORDER ON 
THE TELEPHONE WITH YOUR CREDIT CARD . 
TRADE ENQUIRIES WELCOME. 

•I unclose a ch*QU«/postol wrier payable to ARCAOl SOfTWARf l ID. lor 


•Ptonso cluigo to m* AccowBrnclaycanl account no 


•Please delelec.nit>|il«tB 
as applicable 


cu n i m num i 


Ssjoatuia _ _ 


Ramn Mr MisiMiss 
A ddress 


SP1 







































18 RESTORE - CLEAR 31999' LET 
y»i3 

2b FUR n-32000 TO 22609 READ 
3 LET x-x+J.' POKE n,a- NEXT tv 
IF x<>61860 THEN PR1N1 AT 19,18; 

FLASH 1;"ERROR IN DflTR" ; STOP 

30 ORTA 33,8,92,54,56,33,100,1 
2?,54,7,35» 54,307,35,54,255,35,5 
4,56,35,54,0,35,54,1,33,84,0,35, 
54,20.35,54,0,62,2,205.1,22,1.7. 
7,205.229,34,17,1,1,1,0,153,20b, 
186,36,1,241,0,20b,186-36,17,255 
,255,1,0,153,205.186,36,1,241,0. 
205,186,36 

40 OATA 42.118,82,34,83,41,41, 
25,41,41,41,25,34,118,92.124.254 
,8,56,23* .254;152,48,232.71,14,1 


,209,193,16,224,193,16,215,213.1 
93 

70 LATA 58,104,127,120,71,59.1 
05,127,129,78,237,67,106,127,197 
,205,22,126,193,197,205,229,34.1 
93,255,58,8.92,33,104,127,254,53 
,32,7,54,9,35.54,255,24,214,254, 
56.32,7,54,0,35,54,1,24,203 

00 ORTA 254,54,32.7,54,255,35, 
54,0,24,192.254,55,32,5,54.1,35, 
54,0,24,181 

90 DATA 205,170,34.71,126,4,7, 
16,253,203.71.40,22,193,193,33,0 
,0,126.211,254.70,16,254,35,124, 
254,23,32,244,33,88,39,217,201 
190 DATA 58.6.92,33,103,127,70, 
194.40.5,119,43,54.255.35,43,62, 
89,6,19,211.254,47,60,211.254,19 
7,79.16,254 193.16,243/53,62,16, 
215-62,5.215.1,5,24,205,217,13,3 
3,100-127,30.32,205,40,26,237,91 
,100.127.99,186,48,124.254,255,3 
2.9,193,193,1,8,0,217,24,162,92, 
85,237,83/100,127,62,16,215,62,7 


6,127,126,35,70,22,255,20,214,8, 

48.251.62.33.146.79.62.175.144.2 
2,255,20,214,8,48,251,62,24,146, 
71,225,197,126,184,48,3,60,24,1, 
61,119 

120 DATA 71,35,126,185,48,3.60, 
24.1,61,119,79,197,205,217,13,19 
3,225,17,143,92.124,184,32,14,12 

5.185.32.10.225.62.6.18.62.147.2 
15.195.35,126,33,33,91,17,32,0,1 
51,237.82,16,251,65,43,16,253,62 
,2,190,40,12,225,33,143,92,54,7, 
62,145,215,54,2,201 

130 DATA 225.6,9,197, S3. 187,128 
,50,123, *2,229,70,35,70,205,21*, 
13,62,144,215,33,0,0, 126,211,254 
,35.124,254,9,32,247,225,193,16, 
223,54,255,33,143,92,54,2,33, 109 
,127,126,254,255,192,35,35, 125,2 
54,149,32,245,225,225,1,1,5,217, 
195,52,126 

148 PRINT RT 10,8;"NO ERRORS IN 
ORTA" 

150 PRINT RT 12,3j"N0W SAVING D 
ATA TO CASSETTE" 

160 SAVE "STP0N2"C0DE 32050,620 
178 STOP 

9999 SAVE "STRON DATA" LINE 0- B 
EEP 1.1 


50 ORTA 137,6,9,197,62,189,144 
,50,123,92,6,20,33,109.127,197,7 
3,35,78,35,229,205,217,13,62,145 
,215,225,193,16,240,6,100.197,42 
, 106,127,43,43,43,34.106.127,17, 
1,0,205,181,3,193,16,237,193,16, 


110 DATA 33,108,127,52, 126,254, 
19,56,2,54,255,35.135,133,111,12 
6,254,255,202,70,127.229,229,70, 
35.78,205,217,13,62,32,215,33,10 


8 


SINCLAIR PROGRAMS November 1983 





























Part 2 


10 RESTORE ' RANDOMIZE BUROE 
R 0’ POKE 23693,1' POKE 23675,16 
©• CLEAR 31999* LOAD "STR0N2“COt> 
E - CLS 

20 FOR T.-USR "J" TO USR "cT+7- 
READ «' POKE .*>*• NEXT n 

30 DATA 0,0,0,0,0,0,0,0,60,255 
,153,255,195,195,195,231,0,0,0,0 
,0,0,0,0,60,255,153,255,60,60,60 
, 126 

40 PRINT AT 1,13; INK 6;"PROGR 
AM"- FOR rn-1 TO 5‘ FOR n-7 TO 1 
STEP -1< INK r.- PRINT AT 3,2; H _d 
bd dbdbd bdbd bdb d_ _d_ d 
_d_ b_ d d d d bd b.” 

50 PRINT AT 5,2;"b_ _d_ _b 

b b b dh d bdb 


bdb d d b b b_ M 

60 PRINT AT 7,2;" d d b 

d b bddd b b b d 

d d d b db" 

70 PRINT AT 9,2 ;" bdb _d_ _b 
_d_ dhd d bd“ • NEXT NEXT 
n- FOR *-0 TO 3 FOR r>-0 TO 7 P 
RUSE 5* PRINT AT 13,7> INK n; "B* 
Ro«»r Allen 1983"• NEXT n* NEX 
T n 

80 PLOT 0,15 DRAW INK 2;255,0 
« INK 5' FOR n»255 TO 24 STEP -1 
* PLOT n,16 1 PAUSE 2- DRAW 0,4- 
NEXT n 

90 FOR n-4 TU 30' FUR TU 1 
■ PLOT n+20,16 - PAUSE 1 DRAW 0, 
n- NEXT m« NEXT y, 

100 PLOT 51.16 DRAW OVER 1;0,4 



Y OUR NAME is Stron and you 
must play to oppose the evil 
Mad Control Plan. Move your 
laser bike with the cursor keys. If the 
crushers hit your trail they will be 
destroyed. If you hit your trail, the edge 
of the play area, or a guard, or if you 
run out of time before all the crushers 
are dead, you will be destroyed. 

There are four levels to survive, each 
with a shorter time limit, and faster 
speeds than the previous level. On the 
fourth level the guards are invincible 
and you must try to survive until the 
time limit. 

Laserbikes was written for the 16K 
Spectrum by Roger Allen of Gerrards 
Cross, Buckinghamshire. It is divided 
into tw r o parts, the first of which con¬ 
trols the machine code. LOAD and 
RUN the first section, then LOAD the 
second section and RUN by entering 
GOTO 20. 


Part 2 — continued. 


* FOR n-52 TO 255' PLOT «,!€• DR 
AW 0,30- NEXT n 

110 LET e-1* LET f-0- LET a*-"D 
0 YOU WANT THE INSTRUCTIONS?"■ L 
ET d-i• LET•a-40■ LET b-1' LET c 
*4 : GO SUB 9000 

120 PAUSE 4e4• IF INKEY*<Vm" T 
HEN GO TO 200 

130 CLS • PPINT RT 0,8; FLASH 1 
j INK 2; PAPER 6;"<16*196>";AT 2 
,8;"<16*196 )";AT 1,8j“<i96) 

<i96>"; FLASH 0;AT 1,9; 
PAPER 1; INK 5;"M.C.P. READOUT" 
140 DATA "PROGRAM NAME ","STRON 
","CRIME 1 ","EVADING THE M.C.P.", 
"VERDICT•","GUILTY","PUNISHMENT - 
","TO PLAY THE GAMES","ASSIGNED 
GAME■","LASERBIKE","OPPONENT•"," 
THE M.C.P.","CONTROLS•","COMPUTE 
R KEYS 5 TO 8" ,"TASK•","DESTROY 
CRUSHERS","RULES•","DODGE WALLS 
AND CRUSHERS","PRIZE•■,"FREEDOM" 
150 RESTORE 140'• LET f-2■ LET 
»-0 FOR m-3 TO 21 STEP 2 PAUSE 
10O- FOR t-0 TO I' READ a*' LET 
*-20-20*!’ LET b-2• LET c-4+3*l 
- LET d-m- GO SUB 9080- LET f-2+ 
<LEN *• AND t-0)' PAUSE 20 NEXT 
l- NEXT m- LET e-1- LET f-0 


200 PAUSE 100- INK 1- LET t«900 
■ LET u—20’ LET z-l- LET a«-"PRE 
SS ANY KEY TO PLAY"- LET d-0• LE 
T **30- LET b*l- LET c-fc• GO SUB 

9000 

210 PAUSE 4e4 

220 CLS * POKE 32009,INT <t^256 
>- POKE 32012,t-256*PEEK 32009- 
POKE 32405,u-1* POKE 32113 ,ur PO 
KE 32598,149-< 2*< 20-w > > • POKE 32 
528,2*<10 AND z>3)* POKE 32386,1 
62-K15 AND z>3) 

239 FOR n-32621 TO 32621*2*w ST 
EP 2 POKE n,INT <RND*19>+4' POK 
E tv* 1,1 NT <RND*20)*3- NEXT r\ 

240 PRINT AT 0,0; INK 5;"Z0NE- M 

;z;" "♦<"ENERGY" A 

ND z<-35*< - TTHE" AND z >3 >■*■ 

t- LET l-USR 32900 

250 IF l>i OR <1-0 AND z<-3> TH 
EN LET *•-"PROGRAM STRON DESTROY 
ED M * LET *—5- LET b-2‘ LET r-*4 

LET d-8 GO SUB 9088 GO TO 260 
-< 60 AND t<>0) 

260 IF t-0 AND z<-3 THEN LET a* 
-"ENERGY EXHAUSTED"- LET G 

0 SUB 9000 GO TO 200 

270 FOR n-40 TO 0 STEP -.5‘ BEE 
P .008,n■ BEEP .008,n-10 ! NEXT -n 


> PAUSE 20• RESTORE 300' LET 7«z 

• 1« LET w*«w-4+<12 AND 7-4)+<2 AN 
D 7 >4 •' LET t-t-< 200 AND 7.04H 
100 AND z°4 )♦< 70O AND 7>3> 

280 FOP m-1 TO 6-K 3 AND 2-4 >• P 
ERD a*- LET d-tn*2*5-< 5 AND 7-4 >• 
LET a«25*<18 AND m-6>- LET b-2’ 
LET e-6 * GO SUB 9000' PAUSE 10' 
NEXT m 

298 RESTORE 310' FOR r*-l TO 7' 
READ a,b- BEEP a^2,b NEXT rr GO 
TO 228 

300 DATA "CONGRATULATIONS STRON’ 
","YOU SURVIVED","BUT YOU MUST B 
EAT ME AGAIN","THAT IS,","IF YOU 
WANT YOUR FREEDOM!","HA' HA! HR 
! HA! HA!","BUT THIS TIME MY CRU 
SHERS ARE","INVINCIBLE AND YOU M 
UST SURVIVE","THE TIME LIMIT!" 

310 DATA 1.75,0,.25,3,1.75,2,.2 
5.5..25,3,1.75,6,2,7 
9000 PRINT =#b;RT d,<32-LEN a*V2 
*e+f; 

9010 FOR rr-1 TO LEN ?* PRINTS 

• INK c? a$<n>;’ BEEP .01,a- NEXT 
n- RETURN 

9999 SAVE "STRON1" LINE O' BEEP 
1,1* SAVE "STR0N2-C0DE 32008,620 

• BEEP 1,1 


SINCLAIR PROGRAMS November 1983 











ATIC ATAC - For me 48K Sinclair ZX 
Spectrum 

ATIC ATAC - The super spooky 3D 
horror G.A.S. (Graphic Arcade 
Simulation) Adventure Game. 

ATIC ATAC - Arcade standard. 

100 % machine code, incredible 
sound effects, amazing smooth high 
resolution graphics, the totally new 
addictive concept and all those extra 
features you expect from the 
ULTIMATE games people 
Desgn - The ULTIMATE PLAY THE 
GAME design team 


Dealer enquiries welcome. Phone (0530) 411485 


Post this coupon tot 

ULTIMATE PLAY THE GAMI 
LE6 5JU 

Please rush methefollowm 

□ LUNAR JETMAN 

i rnnwF 

7j JET PAC (8X branded 
I enclose cheque/PC for £. 


Leicestershire, 


ATIC ATAC 


LUNAR JETMAN -48KZX 
Spectrum 


COOKIE -16 48KZX 


Spectrum 


LUNAR JETMAN Fo*:re48K 
Sinclair ZX Spectrum 
LUNAR JETMAN ’he U • ~3 - 
mtergaiactrc G.A.S. (Graphic 
Arfcade Simulation) Adventure 


LUNARJETMAN 

standard 


resc-jpdr graphic's 
w aad-ctive concept 
a*t'a features you 

:~e ULTIMATE games 


ULTIMATE PLAY 


THE GAME des gn 


PSSST -19 48KZX 

Spectrum 


JET PAC -16 48KZX ATIC ATAC 

Spectrum or 8K Expanded 


JOHN MENZIES. LASK 
department stores and 

Alternatively, send me c< 


£ 5.50 each including VAT 
packing within UK. 




















E scape from time is the 

first full-scale adventure pro¬ 
gram for the 48K Spectrum to 
be printed in Sinclair Programs . Your 
aim is to escape through time into your 
own world. To do so you must find the 
crystal of power and a microchip to 
power your time machine. 

Once you have them you must take 
them to the Time Room. Commands 
which you will use most frequently are 
north, south, east, west, up, down, en¬ 
ter, leave, look, take, drop, list and 
open. 

Written by Mark Chapman of Brack¬ 
nell, Berkshire. 


16 POKE 23605,26- GO TO 1106 

15 PRINT THE OBJECT IS To E 
SCAPE BRCK INTO YOUR OWN TIME 
THROUGH A TIME MACHINE.TO FLY 
THE MACHINE.R PROGRAMED M1CR0-C 
HIP AND THE CRYSTAL U p POWER AR 
E NEEDED. 

GOOD LUCK 

I 99 

20 IF o<3H3 THEN GO TO 155 

■30 LET ti-6 LET £-6 LET c—6 
LET LET u-6 LET ch-6 LET e 

r>-6 LET l*-0- GO SUB <2O0G+mrtl6 

46 LET mr=6 LET mm=lNT <. RNDY8 
>+l 

50 IF mm*6 AND r<>6 THEN LET m 
r-n 

60 IF mm-5 AND s<>0 THEN LET « 
r»s 

70 IF AND e<>0 THEN LET m 

r-® 

80 IF mm-3 AND u<>0 THEN LET m 


90 IF mm-2 AND u<>6 THEN LET m 
r«u 

100 IF mm=l AND d<>0 THEN LET rn 
r=d 

116 IF mm=7 AND erK >0 THEN LET 
ror-en 

126 IF mm*6 AND 100 THEN LET m 
r-l 

130 IF mr«0 THEN GO TO 40 
140 IF THEN PRINT IN TH 

E ROOM WITH YOU IS THE MUMMY! 
"• LET ' GO SUB 9396 

150 IF x>-5 THEN GO TO 1250 
155 LET r>-0- LET 4=0' LET e-6 
LET ui-0 1 LET u-0 • LET d-6 • LET e 
n-0' LET 1-0 GO SUB 2000+r*10 
160 LET z-0 
170 FOR f-1 TO 12 
180 IF c(f)Or THEN GO TO 210 
190 IF z-0 THEN PRINT '" THERE 
IS RL90 1 " 

200 LET z—1 ■ PRINT " "jc *<f> 


SINCLAIR PROGRAMS November 1983 


27 













950 PRINT '" THE ROCK FACE OPEN 
S RND YOU WALK THROUGH."• PRO 

SE 100 
960 GO TO 20 

970 IF r<>12 THEN PRINT ' 11 YOU 
CRN'T ."> GO TO 220 

971 FOR f-1 TO 4 

980 IF b*< f, TO 4 >-"wbod" THEN 
GO TO 1000 

990 NEXT f' PRINT YOU DON'T 
HAVE ANY WOOD."' GO TO 220 
1000 LET b*< f>- M ladder" 

1010 PRINT '" YOU'RE R GENIUS I" 
1020 GO TO 660 
1030 FOR f-1 TO 4 
1040 IF b*< f/ TO 10) 

M THEN GO TO 1060 
1050 NEXT f 1 RRINT '" YOU DON'T 
HAVE RNY OIL. GO TO 228 
1068 LET o<5)-l 

1079 PRINT '" THE BUTTON IS LOOS 
E. " 1 GO TO 220 

1080 IF r< >31 THEN GO TO 270 
1085 FOR f-1 TO 4 

1090 IF b»(f. TO 8)*"hair Pin" T 
HEN GO TO 1110 

1100 NEXT f- PRINT '" YOU NEED S 
OMETHING TO PICK THE LOCK WITH." 

• GO TO 228 
1110 LET oC 4 >—1 

1120 PRINT '" THE DOOR IS OPEN." 

• LET er-35- GO TO 220 

1130 IF r-35 OR r-43 THEN GO TO 
1135 

1134 PRINT '" I DON'T SEE R BUTT 
ON I"' GO TO 220 

1135 IF o< 5 )~ 1 THEN GO TO 1160 
1140 PRINT '" THE BUTTON IS TO S 
TIFF TO PUSH." 

1150 GO TO 220 
1160 LET r-37 

1170 PRINT '" THE LIFT RISES." 1 
GO SUB 9300- GO TO 20 
1180 PRINT '" YOU CRN'T GO THAT 
WRY."- GO TO 220 

1190 RESTORE 9000 1 DIM o<5)- DIM 
b*4,10>- DIM ctl2)- DIM c*< 12/ 
10 ) ' 

1200 LET y —0 1 LET yv-0- LET x-0 
LET mr-21• LET b-1* LET r»! 

1210 FOR f-1 TO 12- READ A*.9 
1220 LET cCf>»9' LET c»f)'Jl' N 
EXT f 

1230 BORDER 7' INK 0' PAPER 7 L 
LS ■ PRINT FLRSH 1;“********ESCft 
PE FROM TIME********" 1 GO TO 15 
1240 PRINT '" NOTHING HAPPENS. " ' 
GO TO 220 

1250 PAUSE 100- CLEAR 1 PRINT 
THE MUMMY CATCHES YOU AND TAKES 
YOU PRISONER OF HIS DOMAIN.THERE 
IS NO ESCAPE FOR YOU...SORRY!" 
1260 BEEP .001,50* BEEP .801,0 
FOR f-1 TO 5 1 BEEP .083,INT <RND 
*20)' NEXT f> BEEP .01,5- GO TO 
1260 

1270.IF r-21 THEN LET o<3)-l 
1280 IF r-4 THEN LET o<1 )-l 
1290 IF r< >21 AND r<>4 THEN GO T 
0 1330 

1300 IF r-21 THEN PRINT THE M 
UMMY CASE OPENS RELEASING THE MIJ 
MMY FROM ITS TOMB." 

1310 IF r-4 THEN PRINT '" THE DO 
OR SWINGS OPEN." 

1314 IF r-21 THEN GO SUB 9330 

1315 IF r-4 THEN LET en-14 
1320 GO TO 228 

1330 PRINT '" YOU CAN'T." 1 GO Tfj 
220 

1340 IF r-mr THEN GO TO 1360 
1350 PRINT '" YOU CAN'T."' GO TO 
220 

1360 FOR f-1 TO 4 
1370 IF b«< f, TO 5>-"kmfe" THEN 
GO TO 1390 

1380 NEXT f GO TO 1350 
1390 PRINT '" YOU STAB THE MUMMY 
AND IT DISINTERGRATES AT Y 

OUR FEET."- LET o<3>-8■ LET mr-0 
- GO SUB 9610* GO TO 228 
1480 PRINT '" YOU ENTER INTO AND 
THER ROOM THROUGH THE MIRROR. 

LET r-29 1 LET ©-0 GO TO 220 
2010 PRINT '" YOU ARE AT A CROSS 


car 


210 NEXT f 

229 INPUT "WHAT WILL YOU DO ?"; 
*• RESTORE 9100- CLS - PRINT " 
>"ul 

230 FOR c-1 TO 29- READ d*' IF 
LEN d®-2>LEN a* THEN GO TO 250 

240 IF d*<3 TO )-*•< TO LEN d»- 
2) THEN GO TO 288 
250 NEXT c 

260 PRINT '“INVALID COMMAND." 1 
GO TO 220 

270 PRINT '"COMMAND CANNOT BE C 
RRRIED OUT."* GO TO 220 
280 LET z-VAL d«< TO 2) 

290 GO TO 290+z*10 

291 GO TO 1400 
295 GO TO 1340 

300 IF b>-5 THEN PRINT «" YOU C 
AN'T CARRY ANYMORE."- GO TO 220 
310 FOR f-1 TO 12 
320 IF c< f >-r THEN GO TO 348 
330 NEXT f- PRINT '" I DON'T SE 
E IT I"* GO TO 220 
340 IF LEN a*-5>LEN cKf) THEN 
GO TO 330 

345 IF LEN a*<6 THEN PRINT '“ T 
AKE WHAT ?"• GO TO 220 
350 IF a*< 6 TO >-c*<f, TO LFN 3 
*-5> THEN GO TO 378 
360 GO TO 330 
370 FOR 9-1 TO 4 
388 IF 9. 1 )=“ " THEN GO TO '» 
00 

390 NEXT 9 1 STOP 
408 LET b*< 9 )”C*C f > 

4O0 LET b*< 9 )-c*C f > 

410 LET b-to+1 
420 LET c (f >-0 
430 PRINT '" OKAY." 

448 GO TO 228 
450 FOR 9-1 TO 4 
460 IF LEN a*-5>LEN b*<9> THEN 
GO TO 488 

465 IF LEN a*<6 THEN PRINT '" D 
ROP WHAT ?"■ GO TO 220 
470 IF a*<6 TO )-b*<9, TO LEN ? 
•-5) THEN GO TO 490 
480 NEXT 9' PRINT '" YOU DON'T 
HAVE IT I"- GO TO 220 
490 LET b-b-1 
500 FOR f-1 TO 12 
510 IF c<f)"0 THEN GO TO 530 
520 NEXT f- STOP 


530 LET c<f)-r LET c*<f)-b*<9> 
• LET bf< 9 )-"" 

540 GO TO 430 
550 RESTORE 9200 
560 FOR 9-1 TO 4 
570 IF LEN a»-4>LEN bS'.9> THEN 
GO TO 590 

575 IF LEN a*<5 THEN PRINT '" U 
SE WHAT ?"• GO TO 228 
580 IF a«<5 TO )-b*<9, TO LEN a 
•-4) THEN GO fO 600 
590 NEXT 9- PRINT '" YOU DON'T 
HAVE IT !-* GO TO 220 
600 FOR h-1 TO 10- READ e* 

610 IF VAL e*< TO 2>-r THEN GO 
TO 638 

620 NEXT h- PRINT '" YOU CAN'T 
IN HERE."- GO TO 220 
630 IF e%<3 TO K>bS<9, TO LEN 
e»-2> THEN GO TO 620 
648 GO TO VAL e*< TO 2>*10+3000 
650 GO TO 28 

660 PRINT YOU APE CARRYING" 
679 LET 9-1 
608 FOR f-1 TO 4 
690 IF b*< f # 1 " THEN GO TO 7 

28 

700 PRINT " " ;b*< f > 

710 LET 9-0 
720 NEXT f 

730 IF 9 THEN PRINT " NOTHING." 
740 GO TO 220 

750 IF n-0 THEN GO TO 1180 

?60 LET r-n- GO TO 20 

770 IF *-0 THEN GO TO 1190 

780 LET r-s GO TO 20 

790 IF e-8 THEN GO TO 1188 

800 LET r-* 1 GO TO 20 

810 IF u-0 THEN GO TO 1180 

020 LET r-w \G0 TO 20 

830 IF u-0 THEN GO TO 1100 

840 LET r-u- GO TO 20 

850 IF d-8 THEN GO TO 1180 

860 LET r-d- GO TO 20 

870 IF er-0 THEN GO TO 1188 

880 LET r-er GO TO 20 

890 IF 1-0 THEN GO TO 1198 

900 LET r-1 GO TO 20 

910 CLEAR 1 STOP 

920 IF r—8 THEN GO TO 940 

930 IF r< >11 THEN CO TO 1240 

935 LET r-8 GO TO 950 

940 LET r-1! 


28 


SINCLAIR PROGRAMS November 1983 



-ROODS IN THEPR3S0GE." 

20Tb LET n-2- LET s-9' LET 
LET 9-3- RETURN 

2920 PRINT '" YOU ORE OT 0 JUNCT 
ION WHERE YOUCRN GO NORTH/WEST 0 
R SOUTH." 

2025 LET n-5’ LET W-7- LET i-1 
RETURN 

2030 PRINT '" YOU COME TO R JUNC 
TION IN THE PASSAGE WHERE THE E 
XITS RRE WESTAND NORTH.AN OPEN D 
OOR IS IN THEEAST END OF THE PAS 
SAGE. " 

2035 LET n-4- LET w-1 ■ LET «?r>-l3 
• RETURN 

2040 PRINT '" THE PASSAGE COMES 
TO A DEAD ENDAPART FROM A DOOR T 
0 THE EAST. 

2041 IF O<l>-0 THEN PRINT "THE D 
OOR IS LOCKED TIGHT." 

2042 IF G< 1 >-l THEN PRINT "THE D 
OOR IS WIDE OPEN."* LET EN-14 
2045 LET »-3' RETURN 

2050 PRINT '" AT A TURNING IN TH 

E passage. Steps go down.the p 

RSSAGE GOES SOUTH AND EAST." 
205b LET s-2 1 LET e-6- LET d-10 
RETURN 

2060 PRINT A HIGH WALL SEEMS 
TO PREVENT YOU FROM GOING EAS 
TWARDS.TO THEWEST THE WAY IS CLE 
RR. " 

2065 LET w'-S RETURN 
207O IF o< 2 >“0 THEN PRINT THE 
FLOOR IS COVERED IN GREASE AND 
AS YOU TRY TO GO OVER IT.YOUSLIP 
BACK.IT LOOKS AS IF YOU WILL 
HAVE TO GO EAST." 

2073 IF o<2>-1 THEN PRINT YOU 
RRE IN A CLEAN,EAST/WEST PASS 

AGE."* LET 1*1“ 12 
2075 LET c-2- RETURN 
2080 PRINT '" A SHEET OF ROCK BL 
OCKS YOUR WAYTO THE WEST SO EXIT 
TO THE EAST." 

2085 LET e-1- RETURN 
2090 PRINT YOU COME TO A JUNC 
TION IN THE PASSAGE.DIRECTIONS 
APE NORTH, EAST AND SOUTH." 
2095 LET n*f LET s=!7* LET c-i5 
- RETURN 

2100 PRINT '" AT THE BOTTOM OF T 
HE STEPS IS RCELLAR.THE ROOM IS 
PRETTY MUCH EMPTY AND VERY DIRT 


Y. " 

2105 LET u-5- RETURN 
2110 PRINT YOU RRE IN A ROOM 
WITH A TABLE IN THE CENTRE C«F IT 
.BEHIND YOU, THE ROCK FACE IS CL 
OSED. " 

2115 RETURN 

2120 PRINT YOU ARE IN A WORKS 
HOP.TOOLS HANG AROUND THE WAL 
LS AND A WORK BENCH IS IN TH 

E CENTRE." 

2125 LET l"7• RETURN 
2130 PRINT YOU ARE IN THE LIV 
ING QUARTERS OF A CREATURE.A FIR 
E PLACE IS INTHE CORNER OF THE R 
OOM. M 

2135 LET 1-3- RETURN 
2140 PRINT '" THROUGH THE DOOR Y 
OU FIND THAT YOU ARE IN A LIBRAR 
Y.BOOKS ARE STACKED NEATLY ON S 
HELVES THAT ARE VERY HIGH." 

2145 LET 1-4 RETURN 
2150 PRINT '" YOU COME TO A RIVE 
R FLOWING NORTH TO SOUTH.ON T 
HE BANK IS A BOAT-YOU CAN RETURN 
TO THE WEST." 

2155 LET u-9• RETURN 
2160 PRINT '" YOU ROW THE BOAT A 
CROSS THE RIVER WHERE YOU ENT 
ER A CAVERN. YOU BOARD LAND AND 
LEAVE THE BOAT ON THE BANK." 
2165 RETURN 

2170 PRINT '* YOU RRE AT THE TOP 
OF SOME STEPS.A PASSAGE LEA 
DS NORTH." 

2175 LET d-38- LET RETURN 

2180 PRINT YOU ARE AT THE BUT 
TOM OF THE STEPS.A CO?IOUR GUE 
3 NORTH AND A DOOR IS IN THE WE 
ST WALL." 

2105 LET u-17- LET n-is i_ET 

0- RETURN 

2190 PRINT YOU ARC IN THE CEN 
TPE OF SOME PASSAGES.THEY GO NO 
RTH,EAST AND SOUTH." 

2195 LET c—23- LET n-2l LET s-J 
8' RETURN 

2200 PRINT '” YOU ARE IN A BROOM 
CUPBOARD." 

2205 LET 1-18 RETURN 
2210 PRINT '“ YOU APE T N AN EGYP 
TIAN ROOM.A MUMMY CASE STANDS I 
N THE CORNER.ON IT IS INSCRIBED 
POKE 23606,60' POKE 23607,O 



•* PRINT "BEWARE";* POKE 23607,6 
0- POKE 23666,0’ PRINT "~ . EX 
ITS ARE SOUTH AND EAST." 

2212 IF o< 3 >-l THEN PRINT THE 

MUMMY CASE IS OPEN AND EMPT 

Y !" 

2213 GO SUB 9330 

2214 IF o<3)-l THEN LET ©r»-27 

2215 LET s-19- LET e-22 RETURN 
2220 PRINT YOU COME TO A DEAD 
-END IN THE PASSAGE.THE ONLY WA 

Y BACK IS WEST." 

2225 LET u-21- RETURN 

2230 PRINT '" THIS PASSAGE IS CL 
OSED OFF AT . ONE END.A SIGN IS U 
NREADABLE 0N X THE WALL.EXIT TO TH 
E WEST." 

2235 LET <j^19* RETURN 
2279 PRINT '" YOU ENTER THROUGH 
THE MUMMY CASE AND IT SWINGS 
SHUT—TIGHT ! YOU ARE NEAR THE F 
ND OF YOUR ADVENTURE.HAVE YOU 
GOT THE CRYSTAL OF POWER AN 

D THE MICRO CHIP ? IF YOU HAVE 
THEN USE THEMIN THE RIGHT ORDER. 


2271 PRINT 
NE OF THEM 
EN YOU APE 
2275 RETURN 
2280 PRINT 
THE WEST.ON 
SAGE IS A 
TO THE EAST 
NG IN THE 
2285 LET *- 
2296 PRINT 


" IF YOU DON'T HAVE 0 
OR EITHER OF THEM TH 
LOST." 

A HIGH WALL IS TO 
THE LEFT OF THE PAS 
MIRROR IN ~HC MHIJ . 
YOU CAN SEE A TURNI 
PASSAGE." 

30- RETURN 

A MIRROR IS IN THE 
WALL BEHIND YOU.THE ROOM YOU AR 
E IN IS AN ARMARY.A DOOR IS OP 

EN TO THE EAST." 

2295 LET 1^28* LET <?Y»-3S RETURN 


2300 PRINT YOU ARE AT A BEND 
IN THE PASSAGE.YOU CAN GO 

SOUTH OR WEST." 

2305 LET .j-28- LET 5-31 . RETURN 

2310 PRINT THE PASSAGE ENDS I 
N A DOOR.YOU CAN GU BACK NORTH I 
F YOU NEED. "i 

2311 IF OC4>-0 THEN PRINT "THE D 
OOR IS LOCKED." 

2312 IF 0<4>-l THEN PRINT "THE D 
OOR IS OPEN." 

2313 IF CK4>-1 THEN LET ec»35 
2315 LET n-30 RETURN 

2350 PRINT '" IN THE ROOM IS A L 
IFT.THE BUTTON IS ON THE WA 

LL BY IT.RN OPEN DOOR IS THE EX 
IT FROM THE LIFT ROOM." 

2355 LET 1^30 RETURN 

2360 PRINT '" IN THE ROOM IS A D 

PESSINC TABLE" 

2365 LET 1-29- RETURN 
2370 PRINT '" THE LIFT OPENS ON 
TO A HALL. YOU CAN CO BACK DOW 
N OR EAST." 

2375 LET d-43- LET e-38 RETURN 
•383 PRINT '" YOU ARE STANDING A 
T A JUNCTION.YOU MAY CO NORTH,HE 
ST OR SOUTH." 

23*5 LET -j-42 • LET r,-:39 * LET 
0 PETUPN 

2390 CLEAR * PRINT * «• YOU FALL I 
NTO A PIT COVERED BY FLOOR TILES 
AS THEY OPEN UNDER YOUR FEET.Y 
OU TRY TO GRASP THE EDGE BUT Ml 
SS AND FALL TO YOUR DEATH." 1 PA 
USE 300 GO SUB 9468 
2395 BEEP .003,10* BEEP .01,0* B 
EEP .62,1NT <RNDY10> GO TO 2395 
2400 PRINT '" YOU WALK INTO A RO 
OM AND ON THEFLOOR YOU SEE A TRA 
P DOOR.YOU WILL HAVE TO GO BAG 
K NORTH, BUT ONLY ONCE." 

24Q5 LET rt-38- LET s-41 ■ RETURN 
2410 GO TO 2390 

2420 GO SUB 9530- PRINT '" YOU A 
RE BACK AT THE LIFT.YOU CAN ON 
LY GO DOWN OR BACK EAST." 

2425 LET e-38 LET d-43* RETURN 
2430 GO SUB 9590> PRINT '" THE L 
IFT OPENS ONTO THE GROUND FLOOR. 
A DOOR IS OPEN IN THE WESTWALL 0 
F THE ROOM.PUSH THE BUTTONTO GO 

BACK UP." 

2435 LET 1-30* RETURN 


SINCLAIR PROGRAMS November 1983 


29 










DRAW -20.0- DRAW 0.-20' BEEP . 0 
1,HK2• NEXT 9- NEXT h 
9310 DRAW 20.0- DRAW 0.20- DRAW 
-2Q.0 DRAW 0.-20- OVER 9 

'l i 'li RETURN 

0230 PLOT 122.0- DRAW 20.0- DRAW 
5,4A- DRAW -is, iO- OP AM —IS. *-10 
• DRAW V. -<u\ 

9340 IF o<3>"1 THEN 00 TO 9370 
9350-POKE 23607.9- PRINT AT 17,1 
5; "f'9h" 

9360 POKE 23607.60- CO TO 9380 
9370 PLOT 152,9- DRAW 20,0- DRAW 
s.4Q DRAW -13,10 DRAW -IS,-10 
- DRAW 5.-49 
9380 RETURN 

9:390 PLOT 89,9 DRAW 4,30- DRAW 
0,20 DRAW -3.-28- DRAW -6,0- DR 
AW 3,29- DRAW 10,0- DRAW -2.10' 
[•PAW 11,0- DRAW -2,-10- DRAW 10, 


940e DPAW 3,-28- DRAW -6,0- DRAW 
- 2 , 20 - DRAW 0,-20- DRAW 4,-39- 
DRAW - 22 . 0 - DPAW 10,0- DRAW 1,15 
[■PAW 1,-15 
9410 RETURN 

9420 OVER 1- FOR h-0 TO 50 STEP 
4 FOR 9-1 TO 2- SEEP .01,28- PL 
OT t?0,h’ DRAW 40,0- DRAW 19,30 
DRAW -15,0- DRAW -15,5' INK 5 1 
DRAW 4,4- DRAW -4,4. DRRW -.4,-4- 
[•RAW 4.-4- INK 0- DRRW -15,-5' 
DRAW -2S.0- DRAW 10.-30 
9430 NEXT 9 NEXT h' OVER 0 
9440 OVER 1 PLOT 120.h' DRRW 40 
,0- DRAW 10,30 DRAW -15,0- DRAW 
-15,5 INK ]NT <RND*7>' DRAW 4, 
4 DRAW -4,4- DRAW -4,-4- DRAW 4 
,—4 * INK 0- DRAW -15.-5 DRAW -1 
5,0 DRAW 10.-30 
941j0 PAPER 0 BORDER 0’ CLS • PA 
PER 7- BORDER 7 CLS • RETURN 
*AfS' PLOT 0.1O0- DRAW 255,0- DRP 
W -130,0- DRAW OVER 1;40,0* DRAW 


r 9470 PLOT 125,0 DRRW 50,0- DRAW 

0,10 DRAW -6,0- DPAW 0,-4' DRR 
W -39,2' DRAW -10,-2- DRAW -5,2' 
[■RAW -7,-7, PI- DRAW 3,-1' DRAW 

— 3,0 

3210 CO TO 320 9480 PLOT 145,3 DRAW 0,-1- DRAW 

? :20 CLEAP PRINT ' " AS YOU REA -15,0- DRAW 9,2- DRAW 15,0- DRR 
• H IN AND CONNECT THEM 1CR0-CHIP, w 0.-1- DRAW 2,0- 

POWER FROM THE CRYSALIMFnOTATLY 9490 RETURN 

KILL-- YOU. BAD LUCK 1 “ GO TO 239 9580 PLOT 20,0 DRAW 0,150- DRAW 

s 0.-5O- DRAW 235,0- OVER 1• FOR 

3350 CLEAR PRINT ' " THE CRY3TA h-100 TO O STEP -3- FOR 9-1 TO 2 
L SLIP 1- INTO PLACE AND THE MAC PLOT 9,h- DRAW 20,0- DRAW 0,20 

HINE BEGINS TO SHAKE.YOU FALL UN DRAW -20,0- DRAW 0,-20- BEEP . 

C0NC10US AND WAKE UP TO FIND YOU 0l,h^2- NEXT 9- NEXT h 

RSELF BACK HOKE IN YOUR OWN TI 9510 DPA14 20.O' DRAW 0,20- DRAW 

ME. WELL [•ONE INDEED!" -20,0‘ ['RAW 0,-20 OVER 0 

9360 PEEP .1,10 BEEP .1,20- BEE 9520 RETURN 

P .1,30- BEEP .2,2-0 BEEP .1.20' 9530 BLOT DRAW Q.1S0< DRAW 

FOP C-l TO 10 BEEP . 01,1 NT < fs 0,-50 DRAW 235, G 1 DRAW -235,0 
10 >+ 1 Q- NEXT t* CO sue 9420 GO 9540 PLOT 0 , 100 - OVER 1 - DRAW 20 

TO 3350 , 0 DRAW 9,20' DRAW -20,0- DRRW 

3330 IF a*<5 TO micro-chiP" 0 0.-20 OVER O 

P 9.*' 5 TO >""m" THEN LET y~l 9550 RETURN 

3390 IF *S<5 TO >-“ladder" THEN 9560 PLOT 0,50 DRAW 127,2- DRAW 

LET r «6 . 127,-2 

340G CO TO 3290 9570 PLOT 49.51- DRAW -10, 15- DR 

9090 DATA "key", 1 !."oars",12,"uo AW 80.0- DRAW -1,-14 PLOT 0,100 
od" . 13, "code book", 14, "boat", 15, DPPW 50, -30 

"crystal", 16. "kmfe",29, "can oC *589 DPAW 4Q, 10 - [-RAW 100 .- 10 - D 
oil ", 10,"micro-chiP".40,"hair Pi PAW ttt.lQ- DRAW 55,0 
n" -36, "moP ", 20 , "torch" , 1 9596 PLOT 50,30- DRAW -5, IQ- PLO 

9100 DATA ".190 throuflh mirror", T 56.30- DRAW 19,10- PLOT 59,30' 
". 1 enter mirror" 1 throy9h mirr ['RAW 19,s- PLOT 50,39- DRAW 10 . 
or",“.5kill","46north“,“48*oyth n 9- PLOT 50,30 DRAW 9,10' PLOT 5 
."50eact","52uest",“34uP","56d©ui 9,30• DRAW -19.5• PLOT 50,30- DR 

«","59cnter","60leave","63oPen s AW - 10.0 
esame", "98oPen"-, ”69make ladder", *609 RETURN 

"74cj ! button", "79Piek lock", "64 9619 PLOT 125,20- DRAW 28,0- DRR 

Push button","91 take","16droP",“ W INK 2 ;10,9- DRAW INK 2;3,-2' D 
26use","361ook","37tist","624uit RAW INK 2;-3,-2' DPAW -30,0- DRfl 
","46n","49s","50e","52u a ."56d" U 0-5 DRAW 0,14- DPAW 0 ,-fc' DR 
9209 DATA "23code hook","16boat" RW -19,9 DRAW 9,-2- DRAW 19,9 
,"281 adder",”061 adder"," 0 ?moP"," 9620 PLOT 49.39 DRAW 109.0' DRA 
15boat","27cr*stal","10kev","2ic W -59,0 L-RAU 8 / 100 - DRAW 9,-80' 
ode book". "27micro-chiP" DRAW 59 ,0 DRAW -100,9' DRAW 0 , 

9390 PLOT 20,0 DRAW 0,150- DRAW -29 DRAW 100,0- DRAW 9,120- DRA 
0-59 DRAW 235,0- OVER 1’ FOR W 0,-120 ['RAW -190,0- DRAW 0,12 
h-9 TO 190 STEP 3- FOR 9-1 TO 2' A 
PLOT 0.h• DRAW 20.0- DRAW 9,20« 9630 PETUPN 


3060 PRINT '" THE LADDER REACHES 
THE TOP OF THE WALL AND YOU CL 
IMB UP IT.ON TOP OF THE WALL YOU 
PICK IT UP AND USE IT TO GET D 
OWN THE OTHERSIDE." 

3065 LET r-29• GO TO 229 
3970 PRINT THE GREASE WASHES 
OFF THE FLOOPMAKING IT CLEAN." 
3975 LET o< 2 >-l- GO TO 29 

3150 FOR f-1 TO 4- IF b*<f, TO 4 
)-"oars" THEN GO TO 3153 

3151 NEXT C 

3152 CLEAR • GO SUB 9569- PRINT 
THE BOAT DRIFTS DOWN STREAM A 

S YOU DON'T HAVE ANY OARS.AS YOU 
DRIFT YOU HIT YOUR HEAD AND FA 
LLOVERBOARD.UNABLE TO REACH THE 
BANK,YOU DROWN."■ GO TO 2395 

3153 PRINT YOU ROW THE BOAT T 
0 THE OTHER BANK." 

3154 IF r-15 THEN GO TO 3!57 

3155 LET r-15- GO TO 20 
8157 LET r-16- GO TO 20 
2160 GO TO 3150 

3100 PRINT THE DOOR UNLOCKS A 
ND FALLS OPEN"- LET en<?0 ■ GO TO 


*210 PRINT 
MUMMY CASE 


THE WRITING ON THE 
SAYS "BEWARE""• GO 


3230 PRINT THE SIGN SftYS-~USE 
THE WORDS ""OPEN SESAME"" IN 
THE RIGHT PLACE AND YOUR WAY WIL 
L BE CLEARED."" GO TO 220 
3270 IF J*(5 TO ^"micro-chip" 0 
R a*<5 TO >-"m" AND yy-» THEN GO 
Tu 3220 

3275 CO TO 3389 

3280 PRINT '» v.jU CLIMB OVER THE 
WALL."" LET r-5- GO TO 29 

3299 IF a*<5 TO '•-"crystal" OR a 
*<5 TO >-"c" AND y-1 THEN GO TO 

3350 

3300 IF a*<5 TO '•-"crystal" OR a 
TK5 TO >^"c" THEN LET yy = l 


SINCLAIR PROGRAMS November 1983 


39 PRINT "'Two rival 9an0s arm 
ed with waterpistols meet up one 

niSht in thedesert to fisht." 

40 PRINT "'The 9ar.9 on my left 
are INK 3;"MAGENTA" 

50 PRINT "'The 9an9 on my ri9h 
t are "; INK 1;"BLUE" 

60 PRINT "'Please wait whilst 
the user defineable SraPhics 

are loaded"In 9ood SINCLAIR t 
radition some music <?> will be 
Played while you wait." 

70 GO SUB 9O00 

90 DIM aS<704> 

90 PRINT OVER 1; INK 4; PRPER 
0;AT 0,0;a* 

190 80RDER 4 

110 PRINT RT 21.2;"Press ENTEP 
key TO CONTINUE " 

120 PAUSE 4e4 

149 PRINT RT 1.0; OVER 1; INK 7 
;**< TO 672> 

150 PRINT RT 2.0;"P MESSAGE TO 
THE INK lj“BLUE"; INK O;" CRN 
G" 

160 PRINT ' "Your controls arc- 

170 PRINT ‘"KEY I FUNCTION" 

180 PRINT " l I Moves you up." 
190 PRINT " 2 !Moves you down." 
200 PRINT " 0 !Draw <you can't 
move now)." 

210 PRINT " W !Put Sun back in 
holster (you lean move asaxn n 
ow>. " 

220 PRINT " R !SQUIRT CfireJ." 
230 PRINT RT 21,2;“Press ENTER 
key TO CONTINUE " 


240 BORDER 0 
250 PAUSE 4e4 

260 PAPER 2- INK 7 : PRINT PT 0, 
0; INK 6; PAPER 2; OVER l;a*;RT 
1,0; OVER 0; a*< TO 672) 

350 PRINT RT 2,0;"fl MESSAGE TO 
THE INK 3;"MAGENTA"; INK 7;" 
GANG" 

369 PRINT '"Your controls are ; 

«. H 

370 PRINT '"KEY! FUNCTION" 

360 PRINT " 0 !Moves you uP." 
390 PRINT INK 2; PAPER 0;"SYMeO 

L SHIFT", INK 7; PAPER 2;"!Moves 
you down.“ 

400 PRINT " P !Draw <you can't 
move now)." 

410 PRINT " 0 !Put Sun back in 
holster {you Scan move a9am n 
ow>. “ 

420 PRINT " L !SQUIRT EfireJ." 
430 PRINT RT 21.2;"Press ENTER 
key TO CONTINUE " 

440 PAUSE 4e4 

450 PRINT RT l,0;a*< TO 672) 

460 BORDER 6 

500 PRINT RT 1,0;" AND SOME INS 
TRUCTIONS TO BOTH’-" 

510 PRINT "'You mas press more 
than one key at a time.” 

520 PRINT "You may shoot out an 
y object." 

530 PRINT “You can move off the 
screen" i.e. if you move off 
the toP you reappear at the bo 
ttom ). " 

540 PRINT “Only one Pair of 9un 
men fisht atonce BUT sometimes a 


WAGGON wxAlcome down the screen 
to try and shoot you In the le9 
s but you will survive if you 
are behind aCACTUS." 

550 PRINT FLASH 1' BRIGHT l'"ST 
ART THE TAPE" 

568 LOAD "" 

600 SAVE "WAIT THEN STOP TAPE" 
LINE 1 
9999 STOP 

9900 FOR j”144 TO 164‘ BEEP .4,- 
140-K j*1.2)- FOR k-0 TO 7’ eEEP 


.002,40+(k*2 ) ! READ n- POKE USR 
CHR* j+k , n : NEXT k NEXT j 
9920 RETURN 


9830 DATR 24,126,24,24,126,126,1 
26,126,126,126,60,60,60,60,126,2 

55.24.126.24.24.63.63.60.60.56.5 
6,24,24,24,24,20,30,0,0,0,0,222, 
208.0,0,24,126,24,24,252,252,60, 
60,28.28,24,24,24,24,56,120,0,O, 
0,0,123,11,0,0,0.0,0,0,64,97,127 
,127,0,0,2,2,15,255,242,243,0,0, 
64,64.240,255.79,207,0,0,0,0,2,) 
30,254,254,31.46,96,64,192,128,1 
23,128,248,12,6,2,2,1,1,1,192,64 
, 64,64,64,127,127,15,3.2,2,2,2,2 
54,254,240,244,244,244,254,254.4 
,4,4,47,47,47,127.127,32,32,32,1 
45,66.60,37.164,60,66,137,0,2,7, 

71.231.231.231.231.231.119.127.6 
2,60,60,60,69 


30 


SINCLAIR PROGRAMS September 1983 













I H BALCHIN of Wallingford, 
Berkshire is a keen computer pro¬ 
grammer. He reads at least eight 
micro magazines each month to know 
all the latest news about computers and 
his friends are shown his perfected pro¬ 
grams so that he can benefit from their 
advice and opinions. 

While working on Shoot Out for the 
16K Spectrum he was trying to write a 
game which two players could play 
simultaneously, as he felt there were 
insufficient of them on the market. 

In Shoot Out two rival gangs meet in 
the desen for a fight with water pistols. 
The blue gang moves up with 1, down 
with Z, draws with Q, replaces guns 
with W, and squirts with A. The ma¬ 
genta team moves up with 0, down with 
symbol shift, draws with P, replaces 
guns with O, and squirts with L. 

Both gangs must avoid the cowboys 
who drive past in a wagon, occasionally 
shooting any gangster who is not safely 
behind a cactus. 


1 BORDER G 
IS T 

19 LET a=2l 
LET <1=31 

20 LET ls=0 


PAPER O 


LET b=0 


INK 9- C 
U 

LET c-1- 
T 

LET rs=0 U 

100 PRINT AT 10,1;"SHOOT OUT " 

101 PRINT ' INK 1;"BLUE", INK 3 

>"MAGENTA", INK 6;"l .UP. 

...0","Q .DRAW.P", "H.. RE 

PLACE GUN. .0", "A .FIRE." 

; INK 7;"ENTER", INK 6;"Z .DO 

WN.INK 2;"SYMBOL SHIFT" 

102 FOR s=0 TO 3 T 

105 BEEP .1,0- BEEP .1,1 BEEP 
.07,0- PEEP .2,-1 

106 FOR f—40 TO 40 STEP 10- FO 
R 9=0 TO .9 STEP .1 BEEP .8l,f+ 
9 NEXT 9 NEXT f 

107 NEXT £ RO 

108 BEEP 2,30' BEEP 1,35' BEEP 
.5,40 BEEP .25,45- BEEP .1,50 

90O CLS - PPINT AT 21,2; PAPER 
1; INK 7;" SCORE ";ts;TA8 14, PA 
PER 3; INK 7.:" SCORE ";ra 

RANDOMIZE 

910 INK 4 BRIGHT 1- FOR f-3 TO 
18 STEP 3- PRINT AT f,5;"T";AT 

f—1,26;"T";AT f+1,5; "U"; AT f,26; 
"U"' NEXT f 

911 INK 8 

920 FOR f=0 TO 3- PRINT AT f*6, 
14; INK 7;"pm";AT f*6+l,14; INK 
2;"OP";AT f*6+2,14; INK 2;" RQ» 
NEXT f 
930 BRIGHT O 

1005 LET z-145 LET x-145 
1010 FOR *3-20 TO 20+1 NT <RND*30O 


1011 LET 3-3-CIN 63486-254 AND x 
<M47>+< IN 65278-253 AND x<>147) 
+< a <2 >-< *>20 > 

1020 LET r=c-<IN 61438-254 AND z 
0150 >+< IN 32766=253 AND Z<>150> 
+< c< 2 >-< c >23 > 

1822 IF IN 645100255 THEN LET x 
-147 

1023 IF IN 573420255 THEN LET z 
= 150 

1024 IF IN 64510-253 THEN LET x= 
145* PRINT AT 3-1,1;" " 

1025 IF IN 57342-253 THEN LET z= 
145 PRINT AT c-1,30;" " 

1026 BEEP .005,-10- BEEP .005,69 

1030 IF *>=21 THEN LET *«£ PRIN 
T AT 19,0;" **;AT 20,0;" " 

1031 IF a<21 T HEN PRINT AT 3+1,0 

. •» M 

1032 IF c^2l THEN PPINT AT c+1,3 
1 ;" " 

1035 PPINT AT 0.0;" ";AT 0,31;" 

M 

1040 IF c>-2l THEN LET c-2 PR1N 

T AT 19,31;“ ";AT 20.31;" " 

1050 IF c>l THEN PRINT RT c-2,31 
. •» •• 

1951 IF C<~1 THEN LET c-20 PRIN 
T AT 1,31;" ";AT 2,31;" " 

1060 IF 3>1 THEN PRINT AT 3-2.0; 

I# •• 

1061 IF *<=1 THEN LET 3 -20 PRIN 
T AT 1,9;" ";AT 2.0;" " 

1870 PPINT AT 3 ,h; INK 1;CHR* y. : 
AT 3-1-0; INK 1;CHR* <x-l>;AT c, 
d; INK 3.CHR* z;AT c-l.d; INK 3; 
CHR* <z-l> 

1080 IF x— 147 THEN PPINT AT 3-1, 


1; INK 1; "g" 

1081 IF z-150 THEN PRINT AT c -t, 
30; INK 3;"h" 

1090 IF IN 650220255 AND *=14? 

THEN GO SUB 3080 

11Q0 IF IN 491500255 AND z=150 

THEN GO SUB 3100 

2O00 NCXT <3 

2010 LET q=INT <RND*2> 

2011 IF «-l THEN LET u=c 

2012 IF o-Q THEN LET 

2013 LET r=9Tll+9 
2015 FOR f-1 TO w—1 

2020 PRINT AT f-l,r;" ";AT f,r; 

INK 7;"Pin";AT f+l,r; INK 2; "OP" 

; AT 2+f.r; INK 2;“RQ"• BEEP O.01 
,f*3 

203O NEXT f 

2040 IF ^=1 THEN GO TO 2500 
2050 PPINT AT 3,r-l; INK 3 ; "hf" 
2060 IF ATTP < a,5 >>-64 THEN CO T 
U 2260 

2100 INK 6• PLOT 54,171-< j*3>• D 
PAW -50.0- BEEP .01,39- DRAW OVE 
R 1,50,0- GO TO 3300 
2220 INK 6 PLOT 54,171-C 3 * 8 >• D 
RAW -11,9 BEEP .01,68- PRINT AT 
3.5 ^ DPAW OVER 1;11,0: PRIN 
T AT j,5" 

2225 GO SUB 6c3 
2231 FOR f-w-1 TO 13 

2235 PPINT AT f-l,r;“ “;AT f,r; 

INK 7; 11 Mr," ; AT f+l.r-1; INK 2;" 

_UP " ; AT 2+f,r; INK 2; "RD" ■ BEEP 
.01,f'*=3 - 

2236 NEXT f 

2239 PRINT AT f-l,r;" ";AT f,r; 

" ".AT f+1,r;" " 


SINCLAIR PROGRAMS September 1983 


31 









2248 GO TO 1010 

2500 PPINT AT c,r+l; INK 1;"eg" 

2510 IF ATTP < c, 26 >>*64 THEN GO 
TO 2606 


T c-1.30;" " 

3205 LET ls~ls*l 

3215 PRINT AT 8,2; INK 5;"<—THI 
S GUN—MflN WINS" FOP F=-€0 TO 60 

BEEP .01/F* NEXT F 

3216 IF Is®10 THEN GO TO 360O 
3220 CLS • LET 3=INT <RND*19>+2* 

LET c~INT <RNDtl9>+2- GO TO 966 
2300 PPINT AT j,0; INK lj"kl";RT 
3-1.0;" " 

3305 LET rs’-rs+l 
3310 IF rs~10 THEN GO TO 3300 
3315 PRINT AT 0,2; INK 5;"THIS G 
UN-NAN WINS—>-' FOR F=-60 TO 60 
- BEEP .01,F’ NEXT F 
3320 CLS LET 3 -INT <PND*19>+2• 
LET c-INT < RNO*19 )+2 * GO TO 908 
3508 CLS ■ FOP F*8 TO 9* PRINT A 
T F,8; INK 1;"kl"• BEEP .5,6- NE 
XT F 

3510 FOR F-l TO Is* PRINT AT F,3 
8; INK 3;" 1 J"■ BEEP .5,0- NEXT F 


4059 RETURN 

4140 PLOT 16,179-< 3 * 8 >• DRAW 99, 
8 BEEP .02,-10’ DRAW OVER 1;-99 
,0 PPINT AT 3 -I,14;"S"• BEEP .8 
65,0 PRINT AT 3-1,14;" " 

4149 RETURN 

4150 PLOT 16,179-<3*9>> DRAW 110 
,0 BEEP .02,-10 DRAW OVER 1;-1 
18,0 PRINT AT 3-1,15; 1S1' ’ BEEP 
.085,0 PRINT AT a-1,15;" " 

4159 RETURN 

4260 PLOT 16,179-<3*8> DRAW 197 
■0- BEEP .02,-18’ DRAW OVER 1;-1 
97,0- PRINT AT 3-1,26; 131* BEEP 
.085,0 PRINT AT 3-1,26;" " 

4269 RETURN 

5850 PLOT 238,179-<c*B>- DRAW -1 
93,0- BEEP .02,-5' DRAW OVER 1;1 
93,0 PRINT AT c-1,5;'^’ • BEEP . 
805,5 PRINT AT c-1,5;" " 

5059 RETURN 

5140 PLOT 238,179-<ctSV DRAW -1 
21,0 BEEP .82,-5’ DRAW OVER 1;1 
21,0' PRINT AT c-1,14;"S"* BEEP 
.005,5- PRINT AT c-1,14;" " 

5149 RETURN 

5158 PLOT 23B,179-< c*9>* DRAW -1 
12,0- BEEP .02,-3 DRAW OVER 1,1 
12,0- PRINT AT c-1, 15; "S" • BEEP 
.005,5 PRINT AT c-1,15;" " 

5159 RETURN 

5260 PLOT 238,179-<c*8>’ DRAW -2 
3,0 BEEP .02,-5 DRAW OVER 1;23 
,6- PPINT AT c-1,26;"S"• BEEP .0 
*J5,5 PRINT AT c-1,26;" " 

5269 RETURN 
5999 STOP 

6U00 FOR v—40 TO 60 STEP 20 FO 
P 3=40 TO -60 STEP -20 - BEEP .01 
PEEP .01,v NEXT s- NEXT v 
PETURN 

-'900 PPINT "AGAIN'?" IF INKEY*<> 
•••' THEN PUN 
7001 GO TO 7o3 


2520 INK 6- PLOT 135,17l-<c*8> 
DRAW 56,8' BEEP .81,60- DRAW OVE 
R 1;-56,0• GO TO 320O 

260O INK 6’ PLOT 135,17!-<c*8> 
DRAW 26,0 BEEP .81,68 PRINT AT 
c,26;"S^• DRAW OVER l;-26,0 
2618 PRINT AT c,26;" "- GO TO 22 
25 

3080 IF ATTP < 3 -1,5>>-64 THEN GO 
TO 4059 

3010 IF ATTR <3 —1.14»=€4 THEN G 
0 TO 4148 

3020 IF ATTR < 3 -1,15 >>*64 THEN G 
0 TO 4150 

3O30 IF ATTR <3-1,26>>=64 THEN G 
0 TO 4260 

3085 INK 7’ PLOT 16,l79-< 3 * 8 >• D 
RAW 238-0 BEEP .81,60* DRAW OVE 
P 1;-238,0* PLOT OVER 1;254,179- 
< 3*8 > 

3098 IF 3 —c OR 3-1-c THEN GO SUB 
3208 

3099 RETURN 

8138 IF ATTP <C-1,26>>“64 THEN G 
0 TO 5260 

316,0 IF ATTP <c-l,15»-64 THEN G 
0 TO 5158 

3178 IF ATTR < c-1,14 >>=64 THEN C 
0 TO 5140 

3180 IF ATTP <c-! ,5»«64 THEN GO 
TO 5059 

3190 PLOT 238,179-< ctQj< DRAW -2 
35,8- BEEP .885,40- BEEP .005,50 
’ DRAW OVER 1;235,0- PLOT OVER 1 
;3,179-<r*S> 

3195 IF c-3 OR c-1 -3 THEN GO SUB 
3308 

3199 RETURN 

8208 PRINT AT c,30; INK 3;"iJ";A 


3520 INK 3 FOR F~2l TO 20*10-13 
- PPINT AT 18,F;" 3 ";AT ll,F;"b u - 
BEEP 1,F*2x3' NEXT F 
3530 INK 5- PRINT AT 15,2;"THE F 
RSTEST SHOT->" 

3599 GO TO 7e3 

3600 CLS • FOR F-O TO 0 PRINT A 
T F,30; INK 3; ";j" - BEEP .5,0* N 
EXT F 

3610 FOR F=1 TO rs* PRINT AT F,0 
; INK 1; "kl" • BEEP .5,0- NEXT F 
3620 INK 1 FOR F-l TO 10-rs* PR 
iHT AT 10. F; ^_3^’; AT li,F;"b M * BEE 
P 1,F*5 NEXT F 

3630 INK 5 PPINT AT 15,2;"<- 

THF FASTEST SHOT" 

3700 GO TO ~c3 

4050 PLOT 16,179—<3T0> DRAW 30. 
0 BEEP .02 -10 DRAW OVER I;-30 
8 PPINT AT 3i-l,5; "S" BEEP . G0 
5,0 PRINT AT 3-1 .5:” " 


32 


SINCLAIR PROGRAMS September 1983 




ACT 



ABOUT OUR PROGRAMMABLE 
INTERFACE 

Surpassing the outstanding specification of 
our .Interface Module II which still offers 
the best software support at its price, a 
Joystick Interface that is compatible with 
ALL SOFTWARE through its unique hard¬ 
ware programmable design. 

The Interface plugs on to the rear connector 
of your ZX81 or ZX Spectrum. 

Quick clip-on connections, which are con¬ 
figured from a reference card supplied, allow 
you to define which of the forty keys are 
simulated by which action of the Joystick. 
A pack of ten Quick Reference Programming 
Cards makes setting for your favourite games 
even easier. These can be filled in to show at 
a glance the configuration required and 
stored in the cassette case of the particular 
game. When you change to a game using 
different keys the module is re-programmed 
in a few seconds. 

As with our Interface Module II the Pro¬ 
grammable Interface accepts all standard 
switch Joysticks that are Atari-compatible. 
Two sockets are available which are con¬ 
nected together for two player games which 
use the same keys for both players. 

The Interface resides in the keyboard 
address space and does not affect its opera¬ 
tion or interfere with any other add-ons. A 
rear extension edge connector will accom¬ 
modate expansion of your system. 

The unique AGF key simulation principle 
makes it extremely easy to incorporate 
Joystick action in your own programs. All 
eight directions and fire are read by simple 
BASIC. 

With every order comes a free demonstration 
program called 'Video Graffiti’ plus a full 
set of instructions. 



KEY FEATURES 

* Programmable design gives TOTAL soft¬ 
ware support. 

* Accepts Atari, Competition Pro, Wico, 
Starfighter, Quick Shot, Le Stick etc. 

* Rear extension connector for all other 
add-ons. 

* Free demo program and instructions. 


PACKAGE CONTENTS SUPPLIED 

• Programmable Interface Module as illus¬ 
trated, complete with clip-on program¬ 
ming leads. 

• Self adhesive programming chart detailing 
how to define which key is simulated by 
UP. DOWN, LEFT, RIGHT, and FIRE. 
This can be fixed on to the case of your 
computer or if preferred the protective 
backing can be left on. The chart is made 
of a very durable reverse printed plastic 
and is extremely easy to read. 

• One pack of ten Quick Reference Pro¬ 
gramming Cards for at-a-glance setting 
to your games requirements. The card 
allows you to mark the configuration in 
an easy to read fashion with space to 
record the software title and company 
name. 

• Video Graffiti demonstration program 
which is written totally in BASIC to illus¬ 
trate how all eight directions and fire 
can be read. This is also a useful high 
resolution drawing program. 

• 12 months guarantee and full written 
instructions. 



ATARI 

CONTROLLERS 
FOR USE WITH OUR INTERFACE 
Module or VIC 20, Commodore 64, 
Atari VCS, Atari 400, Atari 800 
If you require extra Joysticks for our 
original interface module mark order 
‘OLD’ Joysticks 

ONLY £7.54 inc VAT + P&P 


FROM: MR/MRS/MISS 


ADDRESS 


SEND C.W.O. (NO STAMP NEEDED) TO: A.G.F. HARDWARE, DEPT. SPR 


FREEPOST, BOGNOR REGIS. WEST SUSSEX, P022 9BR 


QTY 

ITEM 

ITEM PRICE 

TOTAL 


PROGRAMMABLE INTERFACE 

33.95 



JOYSTICK(S) 

7.54 



PACK(S) QUICK REFERENCE CARDS 

1.00 


ONE 

VIDEO GRAFFITI 

FREE 


ZX81 □ ZX SPECTRUM □ Please tick 

DEA LER ENQUIRIES WELCOME EXPOR T PRICES ON APPLICA T 

FINAL TOTAL 


ON 


SINCLAIR PROGRAMS January 1984 


55 





































mm 


2 REH © UDEL SRBBAGH 

3 DIM A$C30.S,20} 

4 LET FCF = 1 

1© BORDER 1: PRPER i: INK 6: C 

LS 

15 POKE 23658,8 

2© PRINT RT 10,B; PLASH 1;"FIL 
E " 

25 PRINT RT 11,3 ;“BY UREL SRBB 
RGH" 

40 INPUT "SECRET CODE TO ENTER 
TO F XLES";B$ 

5© IF B$<> , 'PHP" THEN BEEP .3,- 
10: GO TO 4-© 

6© C LS 

7© BEEP .1,1© 

SO PRINT RT 0,10;"MENU" 

9© PRINT 

1©© PRINT “I TO OPEN P. NEW FILE 

• • 


105 PRINT 

11© PRINT "2 TO LOOK RT R CERTP 
IN FILE- 
115 PRINT 

12© PRINT "3 TO HAVE R LOOK RT 
ERCH FILE CON LV FILE CODE RND N 
AMEiAT THE SAME TINE” 

125 PRINT 

13© PRINT "4 SRUE FILES ON TAPE 

• • 


135 PRINT 

I4-© PRINT -5 L PR I NT A FILE ON T 
HE PRINTER" 

14-5 PRINT 

15© PRINT ”5 SEARCH THROGH ALL 
FIlcw ’ 

155 PRINT 

160 PRINT “? CHANGE INFORMATION 
FROM FILE" 

175 PRINT : PRINT "3 STOP" 

IS© INPUT "CHOICE PLEASE (2x83" 
C 

190 IF C=1 THEN GO TO 300 

200 IF C=2 THEN GO TO 5©0 

21© IF C =3 THEN GO TO 1000 

220 IF C=4- THEN GO TO 1100 

230 IF C =5 THEN GO TO 150© 

24-0 IF C=6 THEN GO TO 200© 

25© IF C-=7 THEN GO TO 250© 

260 IF C=S THEN GO TO 3000 

270 GO TO 130 

300 DRTfi "FILE CODE .. "NAME ** , " 
ADDRESS ” , "TOWN ” , "COUNTRY ** , "PC 
STCODE ", • TELEPHONE ","OTHER INF 
O " 

31© CLS : RESTORE 300 
315 IF FCF > 3© THEN BEEP -1,4-: P 
RINT ''."MO PLACE FOR DATA": GO 
TO 4-lGe 

317 LET AS iFCF, II =STR$ FCF 
320 PRINT AT 0, 8; "NEU FILE ENTP. 
V” 

330 PRINT * READ 6$: PRINT B$;F 
CF 

34.0 FOR X = 2 TO 3: READ B$ 

35© INPUT (EJ);A$ (FCF ^ X3 

360 IF LEN A$(FCF,X)>20 THEN GO 

TO 35© 

373 PRINT B $:PI(FCF,Xi 

388> BEEP .2,XiS 

390 PRINT 

400 NEXT X 

4.05 LET FCF=FCF + 1 

4.10 PRINT FLASH 1; "PRESS ANY KE 
Y TO GO TO MENU” 

42© IF INKEY $ ="" THEN GO TO 420 
43© GO TO 50 
500 CLS 


510 PRINT AT ©,7;"FILE DISPLAY" 

: PRINT 

S3© PRINT "HIT 1 IF YOU KNOW TH 
E FILE CODE” 

535 PRINT : PRINT "HIT 2 IF YOU 
KNOW NAME (NOT flDUISBLE)" 

536 PRINT : PRINT "HIT 3 IF YOU 
KNGU TEL (NOT ADUI5BLE)" 

537 PRINT : PRINT "HIT 4 TO MEN 
U" 

54© IF INKEY4 = ”" THEN GO TO 54© 
550 IF INKEYS= "i" THEN INPUT "F 
ILE CODE ”;F: LET U=l: GO TO 700 
560 IF INKEY $ = "2" THEN INPUT "N 
RME PLEASE ";F$: LET U=2: GO TO 
575 

570 IF INKEYS="3" THEN INPUT "T 
EL PLEASE ";F$: LET U=7: GO TO S 
75 

571 IF XNKEY$="4" THEN GO TO SO 

572 GO TO 54© 

575 FOR X=LEN F$+l TO 20: LET F 
$ = F $ + " **: NEXT X 
530 FOR X=1 TO FCF: IF A$CX,U)= 
F $ THEN LET F=X: GO TO 700 
590 NEXT X 
59S CLS 

60© PRINT "NAME J TEL NOT IN FI 
LE" 

61© GO TO 52© 

70© RESTORE 300: CLS 
710 READ B$: PRINT B$; F 
720 FOR X=2 TO S 
730 PRINT 

740 READ B$: PRINT INK 6.8$;: B 
EEP .02.X *2: PRIfsCT INK 7;fl$(F,XJ 
: BEEP .02iX *3 
750 NEXT X 
76© PRINT 
770 GO TO 41© 

100© CLS 

1QE5 PRINT FLASH 1; "NAME" , "FILEC- 
ODE" 

1010 FOR X=1 TO FCF 

102© PRINT fi$(X,2) ; " " ; A$ (X,1 i t 

TO 3) 

1030 NEXT X 
1040 GO TO 420 
1055 BEEP -03..X 
210© CLS 

111© PRINT AT 0,5;"SAVE FILE ON 
TAPE 

112© PRINT : PRINT 
213© PRINT "INSERT BLANK TAPE" 
124G PRINT "THEN PRESS ANY KEY" 
1150 IF INKEY$ = — THEN GO TO US 

1260 SAVE "FILE" LINE 10 
117© BEEP - 3. -1© 

2133 PRINT 

1190 PRINT "REWIND TAPE TO VERXP 

Y - 

120© PRINT "THEN PRESS ANY KEY" 
221© IF INKEY* = ”'• THEN GO TO 221 
Q 

122© VERIFY "FILE" 

1230 GO TO 41© 

150G CLS : PRINT AT G,4,"PRINTER 
DISPLAY" 

2520 PRINT : PRINT FLASH 1,"IF Y 
OU ARE NOT SURE OF FILE CODE THE 
N USE OPTION 3 CON MENU) TO FIND 
OUT" 

1540 PRINT : PRINT "PRESS P TO P 
RINT FILE ON PRINTER" 

1550 PRINT "PRESS M TO GO TO MEN 

u- 


22 


SINCLAIR PROGRAMS May 1983 



m 


A VERY USEFUL routine for the 
16K Spectrum has been sent by 
Wael Sabbagh of Colchester. 
Spectrum File provides a method of 
storing the names and addresses of up to 
30 individuals. Only 20 characters can 
be handled on each line of input but 
that should be no disadvantage, except 
perhaps on the Other Information line. 

Since some of the information in the 
file may be confidential, the Files can be 
accessed only when the secret code has 
been entered. STOP and LIST com¬ 
mands would allow the Sinclair user to 
crack that deadlock quickly. The code 
as listed is PMP but can be altered in 
line 50. The routine is served by a very 
useful menu. 

As with all filing routines, the user is 
well-advised to avoid RUN commands. 
If the program is broken into, then GO 
TO 60 will return you safely to the 
menu. 

On a 48K machine, the routine will 
handle details on 150 individuals pro¬ 
vided the number 30 in lines 3, 315, 
1590 and 2520 is altered to 160. If the 
program is to be saved, option 4 of the 
menu should be used. 


u 


0 









ppf 




■ •• / 

. // 




B m 


f:>i. /_r_ ir\jf \ f-\ 




7 H - 


1560 IF INKEY$ < > "P" RND INKEY$0 
"M" THEN GO TO 1569 

157© IF INKEY$ = -M" THEN GO TO 4-1 
0 

156© INPUT "ENTER FILE COC-E F 
1590 IF F <1 OR F>3© THEN GO TO 1 
560 

1600 RESTORE 300: LPRINT "SRBSfiG 
H SOFTWARE FILE PROG" 

1610 LPRINT 

1690 FOR X = 1 TO S 

1630 READ K$: LPRINT K$;R$CF,XJ 
164.0 LPRINT 
1650 NEXT X 

1660 LPRINT '•_ __ 


2000 CLS 

2010 FOR X=1 TO FCF-1 
2020 RESTORE 300 
2030 FOR K = 1 TO S 
2040 READ B$ 

2050 PRINT B4, 

2060 PRINT : NEXT K 

2109 PRINT FLASH ±J"PRESS RNY KE 
V TO CON CM TO MENU)" 



2110 IF INKEY$ ="” THEN GO TO 211 

0 

2120 IF INKEY $ = ”M" THEN GO TO 60 

2130 CLS : NEXT X 

2140 GO TO 410 

2500 RESTORE 300: CLS 

2510 INPUT "UHRT FILE WOULD YOU 

LIKE TO CHRNGE INFO FROM "J F 

252© IF F<1 OR F > 30 THEN GO TO 2 

510 

2530 PRINT FLASH 1. "UHRT WOULD Y* 
OU LIKE TO CHRNGE " 

254-0 PRINT "INPUT 9 TO GO TO HEN 
U" 

2550 FOR C = 1 TO S 
£555 RERD B$ 

2560 PRINT FLASH i.C. FLASH 0,6$ 
; R$ CF,C) 

2570 NEXT C 

2560 INPUT "CHRNGE C9 TO MENLO"; 
D 

2590 IF D=9 THEN GO TO 60 

260© INPUT "THE NEW VERSION";R$f 

F .D) 

2610 C-LS : RESTORE 300: GO TO 25 
30 

3009 CLS : PRINT RT 10,4; FLASH 
1:"FILE CLOSED” 


SINCLAIR PROGRAMS May 1983 


23 












K nock the cans off the wail 

before granny arrives with her 
Demon Wacker Slipper. When 
you have cleared the wall of cans you 
have a chance to knock ofT the police¬ 
man’s helmet before more cans appear. 
Watch for that slipper. 

Jannis the Menace was written by 
George and Matthew Law of Sutton 
Coldfield, West Midlands for the 16K 
Spectrum. 


5 PRINT AT 10,7; INK 3; PRPER 
6 ; FLASH 1; BRIGHT l;"StoP the 
tape!I" 

10 GO TO 9000 : REN Graphics ari 
d Instructions 

15 REM Set uP variables 
20 LET sc—0■ LET time=500 
25 LET cans-8 
30 LEt cat-15 

39 LET st—0 1 LET stone-0 

40 REN set uP display 

41 LET c*-" e H = LET dS-" f " 

42 LET 9I-W- LET h>- "pqr" 
45 FOR b-3 TO 9 STEP 2 

50 PRINT RT b,8; INK 2; "ababab 
abababababababababababababbababa 


73 LET cop-29 

73 PRINT RT 3,0) INK 4;a* 

80 PRINT RT 20,cat; INK 0;c*;T 
RB cat; INK 0)d* 

90 LET cat-cat+<INKEY*-"7" AND 
cat< 29 >-<INKEY$-"6" AND cat >0 > 
99 IF st<>0 THEN GO TO 101 
100 IF INKEY*-"0" RND d»<>" 9 " 
THEN LET st-18' LET d*»" 9 "= L 
ET stone-cat 

110 IF d*-" _9_" RND st<>0 AND < 
st>10 OR st<4> THEN PRINT OVER 1 
j RT st,stone*!;"h" 

111 IF d*«" 9 " THEN LET st-st- 


115 IF dS=>" _9_ " AND < st>9 OR st 
<4) THEN PRINT RT st+1,stone*1 ;" 


120 IF d*-" 9 " RND st=0 THEN P 
RINT RT 0,0;'’ 

"• LET dS-" f " 

130 PRINT RT 1,0)"Score-";sc 

140 LET time-time-1 

130 PRINT RT 1,20)"Time-";time; 

II II 

136 IF time-0 THEN BEEP .1,10= 
FOR n-27 TO cat STEP -1< PRINT fl 
T 20,n;9*;" ";RT 21,n;h*;" -• BE 
EP .1,50* BEEP .2,-30- BEEP .3,0 
' NEXT n< PRINT RT 21,0)"Ow!I!!! 
M!!I I I I!"• GO TO 1000 
138 IF cans-0 THEN GO TO 190 
160 IF st-4 RND a»< stone+34 >-"d 
" THEN LET sc-sc+10' LET cans-ca 
ns-1 1 LET a$< Stone+34 )=" "< BEEP 
.003,40= BEEP .003,39 
170 GO TO 80 

190 IF coP>0 THEN PRINT RT 4,IN 
T COP)z*)RT 3,INT coP) y* 

200 LET coP-coP-.3 

210 IF INT coP-0 THEN LET sc-sc 


-40' LET cans-8• GO TO 70 
220 IF st-4 RND < stone- INT coP 
OR stone-INT coP+l > THEN LET sc- 
sc+100 ■ LET time-time+138 1 BEEP 
.1,30' BEEP .7,40= BEEP .3,50' L 
ET cans-8' CLS « PAUSE 5- GO TO 
45 

300 GO TO 170 

1000 REM To see if you want anot 
her 9o 

1010 INPUT "Do you want another 
9o<y/n>?";R* 

1013 IF R*-"n" OR RS-"N" THEN ST 
OP 

1020 IF RS-"y“ OR R*>"Y" THEN CL 
S = INPUT "Do you want instructi 
ons?")sf 

1030 IF s**"y" OP s*="Y" THEN GO 
TO 9900 

1040 IF sS=”n" OR sS^"N" THEN GO 
TO 15 

1050 CLS GO TO 1620 
9080 FOR n-144 TO 161 


9010 FOP f-0 TO 7 
9020 READ b POKE USR CHPS n+f,b 
> NEXT f- NEXT n 
9030 DRTR -1,-1,128,128,128,128, 
128,-1,-1,-1,1,1,1.1,1,-1 
9040 DRTR -1,-1,-1,195,195,195,1 
95,195,195,195,195,195,195,-1,-1 
,-l 

9050 DRTR 0,195,195,246,246,189, 
189,153,153,153,133,129,193,102, 
60,0,129,195,102,60,0,0,0,0 
9060 DRTR 0,0,24,60,60,24,0,0 
9070 DRTR 1,1,3,7, 15,15,15,27, 19 
,31,35,35,99,67,-1,-1,128,128,19 
2,224,240,240,240,248,248,232,23 
2,252,234,254,-1,-1 
9080 DRTR 0,0,0,0,0,0,13,63,0,0, 
0,15,20,124,-1,-1,0,0,0,0,0,12.6 
2,254,127,-1,-1,63,13,0,0,0,-1,- 
1,-1,-1,232,0,0,8,-1,-1,-1,31,31 
, 0 , 0,0 

9900 REM Instructions 

9901 PAUSE 130* CLS ■ PRINT FLRS 


SINCLAIR PROGRAMS September 1983 


19 











H MAT 0, 7) "Jannis the Menace" 
9910 PRINT " <no relation to 

Dennis ) The object of. this 9 
ame is to knock the cans off t 
he the wall before your Granny C 
owes with her elePhant hide De 
mon Wacker SliPPer Ml 

The controls are : - 

6— Left 

7— Ri9ht 
0—Fire" 

9920 PRINT AT 21,0;"Press any ke 
y to continue" ! PAUSE O' BEEP 1, 
10' BEEP .5,-30' CLS 

9921 PRINT "You can only fire a 
stone when the cataPult looks l 
ike this e 

f_. When you have cleare 
d a sheet of cans you will hav 
e a chance to 9et some more tim 
e before Qranny comes.You do 
this by knockin9 the Policem 
ans hat off before he reaches th 
e other side of the wall if he r 
eaches the other side you will 
lose forty Pointsl! 

If there are no can 
s left and the Police man's hat 
does not appear then there is 
•an invisible can somewh 

ere on the wall you have to fin 
d it,you maysee the can disaPPea 
rin9. Good luck 

M 

9922 PRINT AT 21.0;"Press any ke 
y to continue"* PAUSE 0 BEEP 1, 
10 BEEP .5,-30 CLS 

9999 GO TO 15 


does not 
an 


jXJ/aTJ 


M ove yourself, the plus 

sign, up and down the screen 
with the usual cursor keys un¬ 
til you are in line with the approaching 
ape. When you are both in the same 
position press “F” to catch the ape. 
After catching 10 apes your time will be 
displayed. 

The personal best time of Martin 
Booth of Halifax, Yorkshire who wrote 
the program for the 16K ZX-81, is 87. 


2 LET B=0 

3 LET 2=0 

4 LET D=15 

5 LET E-1N7 <RND*10> 

6 LET F=INT <RND*5>*-12 

7 FOR A=0 TO 21 
3 LET C-14 

10 PRINT AT A,0;"<isP 9 j 28*is 
P 9? ISP >" 

15 NEXT A 

16 PRINT AT 1,5;"SCORE=";Z 


19 PRINT AT 1,20;"TIME*";B 
d.0 PRINT AT 10,2; "<9f '26*9s-9f 

>" 

21 PRINT AT 9,19;"<9a-8*sP'9a> 

If 

22 PRINT RT 8,11; 9a ,»HUNTER< 9 

a >" 

23 PRINT AT 7,12;"<9a -4*sP■9a> 

24 PRINT AT 6,13; "< 9a 1 2-tsP • 9a > 

•f 

25 PRINT AT 5,14;"<2*9 *>" 

26 PRINT AT 4,14;"<98•95 >" 

30 PRINT AT D,C;"+";AT D,C;"<i 
sP>" 

33 LET B=B+1 

35 PRINT AT F,27;"<3*xftp)" 

40 LET D»l>+<1NKEY*="6">-<INKEY 
*="7"> 

44 IF D*21 THEN LET D=20 

45 IF D=1 1 THEN LET D=12 

50 PRINT AT F,E; M <ISP>9y'93-is 
P >" 

55 LET E=E+1 

60 IF F«D AND E“C AND INKEY*-" 
F" THEN GOSUB 200 

65 IF E=27 THEN LET E-3 
108 GOTO 30 
20O LET 2~Z+l 

205 IF 2=10 THEN PRINT AT 12,8; 
"your time was ";B 

206 IF 2=10 THEN LET D-D-l 

207 PRINT AT D,C;"++";AT D+l.C; 
"<2*1£P >" 

288 IF D=5 THEN GOTO 220 
210 IF 2=L8 THEN GOTO 205 
215 GOTO 4 

220 PRINT RT D,C,"<2*i+ V;AT D, 
C i"** u 

230 GOTO 220 
300 SAVE "j" 

310 RUN 


20 


SINCLAIR PROGRAMS September 1983 






A 



o 0 * C1I 

7 / # 0 o# 

& 0 „ /#' 0 /»' n 'to 


> 0 /#/ 


3 * 0 /* * ^ 
/, * 0 Hi, *' 


’"v/P /a n 



TR££ 

\ 


T REE EATERS for the 16K Spec¬ 
trum was written by A Beard- 
more of Stoke-on-Trent, Staffs. 
Stop the Martians eating our forests for 
the vital resources they lack on their 


1 BORDER 0= PAPER 0 : INK 6= C 
LB 

2 PRINT "YUlK 9f:« HU'il KILL TH 
E MARTIAN TRbL EATERS "; INK 
2; "9P"; INK b;" AT ALL COSTS" : P 
R1NT "OUT DON *T KNOCK DOWN THE T 
REES" : PRINT * PRINT "0=UP. K=DO 
UN. S=RICHT. A«LbrT. "* PRINT * 
PRINT "BUT CAREFUL YOU HAVE NO b 
RAKE " 

3 PRINT AT 21,0;"PRESS ANY KE 
Y TO START GAME" 

10 CO SUB 0000• PAUSE 0 

16 FOR 3“0 TO 21 ? INK 2 

17 PRINT AT 3.,0;" 

" * NEXT 3. 

20 PRINT AT 1,1; INK 6; ‘V 30*93. 
) ";AT 21,I;"CUOfcSb>" 

21 INK 6 

25 FOR 3=2 TO 20 = PRINT AT 3.,0 
; "< 9c ; AT a,3l; "<9cO" : NEXT 3. 

29 LET 3=0 

SO PRINT AT INT 'RND*iy>+2,INT 
CRND*38>+1; INK 4;"<9e>" • LET 3. 


=3 + 1 = IF 3X80 THEN GO TO 30 
40 PRINT AT 9j 14; "< 93. >"; AT 9,1 
6; *•< 93. >"; AT 12, 14; "<3*9b>" 

5U FOR 3 = 10 TO 11* PRINT AT 3., 
13; "<9c>";AT 3., 17; "< 9ci >" : NEXT 3 . 
• PRINT AT 8,14; INK 2;" 

55 PRINT AT 0,1;"SCORE : =0 
TREES KILLED : =0 " 

60 LET x=0 

65 LET sc=0 *- LET tr=U 
70 LET 3.$="<99>" 

80 LET OP =0= LET 3 = 11= LET s=l 
5 

85 LET 1 = 1 NT <. RND* 19 >+2 = LET u 
= 1NT < RND*30>+l 

86 PRINT AT q,w; INK INI RND* 
2 >+l; "<9P >" 

100 PRINT AT 3., s; 3.$ 

120 IF INKEY$="3." THEN LET x=l 
ISO IF INKEY*="s" THEN LET x=2 
140 IF INKEY$="o" THEN LET x=3 
150 IF INKEY$="k" THEN LET x=4 
155 PRINT AT 3.,s; INK 2;" " 

178 IF x=i THEN LET 3.$="<. 9h >" • 


SINCLAIR PROGRAMS January 1984 


29 




LET a** ,, <9i> M : 
LET aS*"<9f 
LET a$^"<99) ,,: 


c 


U 


< 3. 


LET tr=fcr+l 


LET s=s-l 

171 IT x-2 THEN 
LET s-s+1 

172 IF x=3 THEN 
LET a=a-l 

173 IF x=4 THEN 
LET a=a+l 

175 IF ATTR < a. s !<=6 THEN GO 
B 410 s LET oP-l 

176 IF a=q AND s=w THEN BEEP . 
05.40 s LET sc=sc+10 s LET oP = l s C 
0 GOB 500 s GO TO 85 

177 IF oP-0 THEN IF SCREENS 
.s )< >" " THEN GO SUB 400 

178 LET oP-O 

180 IF sc>500 THEN GO TO 3700 
200 PRINT AT a.s;a$ 

210 IF tr >15 THEN GO TO 3000 
250 LET oP-0 
300 GO TO 100 

405 BEEP .03.-20 
GO SUB 5U0 

406 RETURN 

410 IF x—1 THEN 

411 IF x-2 THEN 

412 IF x=3 THEN 

413 IF x-4 THEN 
420 PRINT AT a.s;a* s RETURN 
500 PRINT AT 0.8;sc;AT 0.28;tr 
510 RETURN 

800U FOR a-0 TO 7 s READ s s POKE 
USR "a"+a.s s NEXT a s DATA 0.0.0. 
0,24+36.128+64+3.255.255 
8010 FOR a-0 TO 7 s READ s s POKE 
USR "b"+a.s : NEXT a* DATA 255.25 
5.128+64+3.24+36.0.0.0.0 
8020 FOR 3=0 TO 7 s READ s s POKE 
USR M c"+a.s : NEXT a s DATA 7.7.11 
.11.11.11.7.7 
8030 FUR 3.-0 TO 7 
USR "d"+a.s : NEXT 
+32.128+64+32.128+64+16.128+64+1 
6.128+64+16.128+64+16.128+64+32. 
128+64+32 

8O40 FOR a-0 TO 7 s READ s s POKE 
USR "e"+a.s 5 NEXT a s DATA 24.24+ 
36+2.24+36+66.255-123.24+36.24.2 
4.24 


LET 

LET 

LET 

LET 


s-s +1 
s=s-i 
3=3 + 1 
3=3-1 


READ s : POKE 
3. s DATA 128+64 


8056 FOR a-0 TO 7 s READ s s POKE 
USR "f'"+a.s : NEXT a s DATA 24+36. 
24.24+36.36.24+36.24+36.24+36+66 
.24+36 

8060 FOR a-0 TO 7 s READ s s POKE 
USR "9"+a.s s NEXT a s DATA 24+36. 
24+36+66.24+36.24+36.36.24+36.24 
.24+36 

8070 FOR a-0 TO 7 s READ s s POKE 
USR "h"+a. s '■ NEXT a s DATA 0.2.25 
5-64.255-16.255-16.255-64.2.0 
8080 FOR a-0 TO 7 s READ s s POKE 
USR "i"+a.s s NEXT a s DATA 0.64.2 
55-2.255-8.255-8.255-2.64.0 
8O90 FUR a-0 TO 7 s READ s s POKE 
USR "P"+a.s : NEXT a s DATA 24.24+ 
36+66.24+36+66.255-36.255.255-12 
9.36.36 


8500 RETURN 

9000 CL3 s PRINT "SCORE ";sc; s P 
PINT • PRINT "YOU KNOCKED DOWN T 
00 MANY TREES" s PRINT s PRINT "S 
U YOU WERE THROWN OUT"= PRINT s 
PRINT s PRINT INK 7;"RATING" 

9005 PRINT 

9006 FLASH 1 

9007 BEEP -01.40 s BEEP -1.20 s B 
EEP -02.40 s BEEP -1.15 s BEEP .03 
.40* BEEP -1.10 s BEEP -1.20 s BEE 
P -1.40 

3010 IF sc>500 THEN PRINT "FANT 
ASTIC" : GO TO 9100 

3011 IF sc>460 THEN PRINT "VERY 
GOOD" s GO TO 910Q 

9012 IF sc>300 THEN PRINT "GOOD 


" s GO TO 9100 

3013 IF sc>250 THEN PRINT "NOT 
BAD" : GO TO 3130 

3014 IF sc>200 THEN PRINT "BAD" 


s GO TO 3100 

9015 IF sc>150 THEN PRINT "VERY 
BAD" s GO TO 3100 

9016 IF sc>100 THEN PRINT "OLD 
GRANNY" : GO TO 9100 

9017 IF sc>—0 THEN PRINT "FORGE 
T IT" s GO TO 3100 

9100 GO TO 9500 

9500 FLASH 0 s PRINT AT 21.0;"ANO 
THER GUCY/N >" 

9600 IF INKEY®-"" THEN GO TO 95 
00 

9610 IF INKEY$="y" THEN RESTORE 
s GO TO 1 

9620 IF lNKEY$="n" THEN GO TO 9 


999 

9630 GO TO 9500 

9700 CLS s BEEP -05.40 s BEEP .05 
.30 s BEEP -05.50 s BEEP -1.30 s BE 
EP -1.40 s BEEP -1.20 s PRINT "YOU 
HAVE KILLED ALL THE MAR 

TIAN TREE EATERS..WELL DONE.." s 
BEEP -01.30 s BEEP -01.30 s BEEP . 
01.36 s GO TO 95U0 


30 


SINCLAIR PROGRAMS January 1984 


U SE THE CURSOR keys to 
climb the ladders, slide down 
the mine shafts and avoid the 
monsters, the escaped pit trucks, the 
rotting planks, and the mysterious mov¬ 
ing wall. Collect the gold and the picks 
and then proceed to the bottom right- 
hand corner to move to the next level. 

To enter, type-in the first program, 
RUN it, then type CLEAR. Type 
‘SAVE’ “Builder” LINE 1’, VER¬ 
IFY it and then type NEW. Enter the 
second program, save it with SAVE 
“Builder” line 9999 and VERIFY it. 
Builder can then be LOADed as one 


program. - 

Written for the 16K Spectrum by Ian 
McNair of Kingston-upon-Thames, 
Surrey. 


l BORDER 1' PRPER 1’ INK 7* C 
LEAK PRINT AT 10,9; FLASH 1;"P 
LEASE WAIT" 

10 DATA "AMS7/187-0-238-238- 
0,119-119 

15 DATA "8"-56-60-25-126-1*2-6 
Q-36-36 

20 DATA "C”-20-164-170,116-88- 
92-124-56 

25 DATA "E"-0-112-20-48-120,12 
4-60-24 

30 DATA "F",0-255-171-213-255- 
0 - 0-0 

35 DATA "G"-0-0-0-255,255-255- 
126-60 

4U DATA "H"-66-126-66-66-66-12 
6 - 66-66 

45 DATA "I"-76-88,120-120-88,7 
6-64-64 

50 DATA "L"-l26-62-14-6,6-14,6 
2-126 

55 DATA "U",30-6-2-0-0-2-6-30 
100 FOR F-l TO 1U= RESTORE 5+5* 
F READ FS- FOR N=0 TO 7 READ A 
■ POKE USR FS+N-A : NEXT N> NEXT 
F 

110 BORDER 0 PAPER 0= INK 7- C 
LEAR 

120 LOAD "" 

9998 REM FOR MAIN PROGRAM TYPE . 

CLEAR • SAVE "BUILDER" LINE 99 
99 

9399 CLEAR • SAVE "BUILDER" LINE 
1 


24 



SINCLAIR PROGRAMS January 1984 














1 PAPER O' BORDER 0* INK O' C 
LS • DIM zC6)‘ DIM 7.Sc6,10>‘ FOR 
f-1 TO 6- LET z<?-f>=100+10G*f’ 
LET z*<f^"SPECTRUM"’ NEXT f 
10 DIM oC 2 ) 1 DIM PC2>* LET oCl 
>■13' LET PCI )=5 ! LET cK2>-8- LE 
T PC 2)=27' CLS • LET she-1* LET 
^-=0 • FOR m-3 TO 1 STEP -1 CLS * 
OVER 0- PRINT AT 5,5;" MEN ' "; m 
;" ";AT 6,5;" SCORE" "; 

AT 7/5; " SHEETS’''/she;'* H ;AT 1 
0/4;" PRESS ANY KEY TO PLAY " 
20 IF INKEY*<>"" THEN 00 TO 2 

0 

30 IF INKEY*= M " THEN 00 10 30 

100 BORDER 0’ INK ?- OVER 0- CL 
S - PRINT *+\;TAB 9;"B* Ian McN 
air''- BORDER 1' RESTORE 9990’ RE 
AD a- FOR f=l TO a’ READ b,c,9’ 
PRINT AT b/c;>< FOR h=l TO 9’ PR 
INT INK 2NEXT h’ NEXT f 

101 INK 6- RESTORE 9992- READ a 


. FOR f-1 TO a' READ b,c,9- FOR 
h-1 TO 9’ PRINT AT b,c;'^i"’ LET 
b-b+1’ NEXT h' NEXT f 

102 INK 5 RESTORE 9994' READ a 
. FOR f-1 TO a- READ b/C’ PRINT 
AT b/c; "ej< NEXT f 

103 INK 2- RESTORE 9996- READ a 
■ FOR f-1 TO a 1 READ b,c« PRINT 
AT b/c; « NEXT f 

104 INK 4- RESTORE 9996’ READ a 
- FOR f-1 TO a- READ b/C* PRINT 
AT b, c;" 1" NEXT f 

109 FOR o-l TO 2' PRINT AT o<o> 
, PC o >; OVER 1; INK 8;"c"• NEXT o 


». FOR f»3 TO 16’ PRINT AT f,1;”! 

NEXT f- FOR f-8 TO 17’ PRINT 
AT f,26;“I"' NEXT f 
110 INK 2’ PLOT 0/0- DRAW 255,6 
• DRAW 0/175’ DRAW -255/0 DRAW 
0,-175’ LET bon-0 • LET sta-4’ LE 
T axe-0• LET x*l • LET dr=0- LET 
*-29' INK 5’ PRINT AT x,v;"_b_";AT 
21/14; INK 4;"MEN 1 ";m;" SCORE'" 

/ S 

199 FOR f-19 TO 21' PRINT AT f/ 
30; INK 6; "±£ - NEXT f 



200 FOR v—40 TO 0 STEP -2’ PR1N 
T AT 0/2; OVER 0 ;"TIMEINT v;" 

"• FOR f-14 TO 26’ PRINT AT 19/ 
f; OVER 1; BRIGHT 1; INK 6;"9";A 
T lS/-l2+f;"9: 

201 OVER 1= GO SUB 300’ PRINT A 
T 6/23;"BONUS’";bon;AT 7/23;"PIC 
KS’";axe : IF INKEY*-"0“ THEN IF 

ATTR < x, * >=5 THEN LET bon-bon-*- 
10’ PRINT OVER 1;AT x,*; INK 6; 

202 IF INKEY*="6" THEN IF ATTR 
< x,* >=4 THEN LET axe-axe+1• PR 

INT OVER 1; INK 6;AT 
205 IF x—19 AND *=f OR x-16 AND 

* —12+f THEN GO TO 9690 

252 GO SUB 9500 PRINT AT 16/-1 
2+f; OVER 1; INK 6;"9_";AT i9,f;*' 
9“ 

260 NEXT f LET v-v-2 PRINT AT 
0,2; OVER 0;"TIME•";INT v;" - - 
FOR f-28 TO 14 STEP -1’ PRINT AT 
19,f; OVER l; INK 7; BRIGHT 1;" 
iLl'; AT 16,-l2+f;"_91' 

265 IF x=l9 AND *=f OR x-16 AND 

* — 12+f THEN GO TO 9690 

289 OVER 1- GO SUB 300 PRINT A 
T 6,23;"BONUS “;bon;AT 7,23;"PIC 
KS’";axe IF INKEY*»"0" AND ATTR 

Cx,*)«5 THEN LET bon-bon+10 1 P 
RINT OVER 1;AT x,*; INK 7;"e_" 

290 IF INKEYS--0" AND ATTR <x,* 
)—4 THEN LET axe-axe+1 PRINT 
OVER 1; AT x,*; INK 7; "_i_ a 

299 PRINT AT 19,f; OVER 1; INK 
6;'19";AT 16,-12+f ;KU SUB 95 
00 NEXT f- NEXT V’ GO TO 9690 

300 PRINT AT X,*; BRIGHT 8; PAP¬ 
ER 8; INK 8; 'lb;' = LET x=x+< 1 AND 
ATTR C x+i,*)=7)= IF INKEY*="" TH 
EN GO TO 310 

301 LET x«x+CINKEY*="6" RND ATT 
R Cx+1,*)«6>-CINKEY*="7- AND ATT 
R < x-1,*)=6>• LET *=*+CINKEYS-"6 
" AND ATTR C x, v + 1 >< >2 >-< INKEYS= " 
5" AND ATTR Cx,*-lX>2> 

310 IF ATTR <x,*><4 THEN GO TO 
9690 

311 IF < x=15 AND * = 13) OR Cx=l5 
AND *=18> THEN LET x=x+l 

312 PRINT OVER 1;AT x,*; INK 8 
; PAPER 8; BRIGHT 8; "b” * OVER 6’ 

IF INKEY*="8" THEN Tif x=l9 THE 
N IF *=29 THEN GO TO 9360 

313 IF x=19 AND *=23 AND axe>0 
THEN IF INKEYS='-0" THEN LET ax 
e=axe-l’ GO SUB 9750 

320 GO SUB 5O0’ RETURN 

500 FOR o=l TO 2’ LET di=RND■ P 
RINT AT oCo),PCo>; OVER 1; INK 8 
> BRIGHT 0;"c_"’ LET oCo>-oCo)+Cd 
i >.7 AND ATTR C o< o )+l, PC o > >=6 >-C 
di<.45 AND ATTR CoCo)-l,PCo>>»6> 

501 LET PC o >=P< o )+< di>.65 RND * 
>PCo) AND ATTR (o(o)/P(o)+lX>2) 
-Cdi<-.5 AND PCo)>* AND ATTR Cc* 
o),PCo)-l )<>2)’ IF ATTR (o(o)+l, 
PC o ) )=7 THEN LET oCo>=o<o>+l 

550 PRINT AT o<o>/PCo>; OVER 1, 
INK 8; "cj ’ IF oCo)=x AND *=PCo) 
THEN GO TO 9690 
570 NEXT o RETURN 
9500 IF PND>.5 THEN RETURN 
9505 OVER 0- LET rd=INT CRND*2>+ 
1= IF rd=2 THEN PRINT AT 9,25; 
INK 3; BRIGHT l;^f-;AT 11,25;^f“ 
; AT 8, 7; "_f"; AT 10,25; INK 7; BRI 
GHT’0;" " ; AT 15,13;" "; AT 14, 13; 

INK 3; BRIGHT 1 >*:£"; AT l6,28;':f 
"; AT 6,7, "X."; AT 6/5; BRIGHT 0; I 
NK 7;" H ;RT 7,15;" ";RT 8,10;" " 
/AT 20,7;" ";AT 20,ll; INK 2;"a" 
9510 IF ra-1 THEN PRINT AT 9,25 
; INK 7;“ ";AT 11,25;" ";AT 8,7; 
" BRIGHT 1; INK 3;AT 10,25;"f. 
";AT 15,13;"f"; BRIGHT 0; INK 7; 
AT 14,13;" ,r 7^T 16,28;" "; AT 6,7 
;" -i INK 3; BRIGHT 1;AT 6,5;'jf" 

;AT 7,15;'If ";AT 8,10;“f"; INK 7; 
8RIGHT 0;AT 20,11;" ";AT 20,7; 


INK 2;"a" 

9530 OVER 1• RETURN 

9600 CLS ’ FOR f-1 TO 6- PRINT A 
T 0+f*2,2;f; ". . " ; zC f ); ". B*.. "; 
<f)‘ NEXT f’ FOR f-1 TO 6’ IF s< 
r<f> THEN NEXT F 

9601 IF F>6 THEN LET F-6 

9602 IF S>2C F) THEN CO TO 9b40 

9603 NEXT F 

9604 FOR f=0 TO 400’ NEXT f GO 
TO 9790 

9649 LET FF-F 

9641 IF S-ZcFF) THEN GO TO 9604 

9650 PRINT AT FF*2,4; OVER 1; FL 

ASH 1;" 1NPU 

T -NAME-"; z$C FF)? IF LEN r*C 

FF )>10 THEN GO TO 9650 

9651 BEEP .5,0’ LET z<FF>=s’ GO 
TO 9604 

9696 PRINT AT x,*; FLASH 1; PAPE 
R 2; INK 6;"b"= FOR f=0 TO lOO 
BEEP . 05,50-f ’» NEXT f’ BEEP .65, 
-50 ’ NEXT r> 

9780 OVER 0 PRINT AT 15,9; FLAG 
H 1; "GAME OVER"*' FOR f™6 TO 40 
9700 OVER 0’ PRINT AT 15,9; FLAG 
H 1;"GAME OVER"- FOR f=0 TO 40 
0’ NEXT f’ PRINT AT 17/6;" PRESS 
’- ";AT 19,6;" P...PLAY. ";AT 2 
0,6;" A...ABONDON. ";AT 21,6;" S 
...SCORE TABLE"' PAUSE O’ PAUSE 
0* IF INKEY*«"s" OR INKEY*-"S" T 
HEN GO TO 9600 

9761 PAUSE 0’ LET a*-INKEY3i’ IF 
aS="P" OR 3*="?" THEN GO TO 10 

9702 IF a*="a" OR a*-"A" THEN R 
AND0MI2E USR 0 

9703 IF a*="s" OR a*="S" THEN G 
0 TO 9600 

9710 GO TO 9761 

9750 IF sta-4 THEN PRINT AT 19, 
29;"1" 

9753 IF sta=3 THEN PRINT AT 19, 
29; "jy; 

9754 IF sta=2 THEN PRINT AT 19, 
29;"-" 

9755 IF sta=l THEN PRINT AT 19, 
29;" " 

9756 LET sfa-sta-l 
9800 OVER 0 
T AT f,6;" 

f> OVER 1> FOR f—7 TO 0 STEP -. 
4. BORDER f’ BEEP .I5,f PRINT A 
T 10,7;" WELL DONE ";AT 13,7; 

" BONUS-";bon> NEXT f' LET s=s+ 
bon*2’ OVER 0 PRINT AT 7,8; FLA 


RETURN 
FOR f=6 TO 15 PRIN 
"= NEXT 


SH 1," SCORE 


FOR f—50 TO 


58' BEEP .05,f 1 NEXT f» LET she- 
she +1 

9810 DATA 1,0,0,1,0,1 RESTORE 9 
815' FOR f-1 TO 3’ BEEP .2,1' PR 
INT OVER 1;AT x,*; INK 8;'^"' R 
EAD n,m LET *-*+n> LET x-x+M' P 
RINT OVER l; INK 8;AT x,*;"^ • 
BEEP .3,f’ NEXT f 
9820 GO TO 20 

9990 DATA 20,7,16,5,11,4,8,10,5, 
5,13,0,13,12,27,5,11,14,12,13,13 
,7,15,19,3,16,22,9,19,0,13,18,13 
,14,17,0,19,15,0,17,20,14/50/4,2 
2,10,9,20,12,4,0,18,2,26,6,6,1,1 
3,8,1,13 

9991 REM 

9992 DATA 19,19,23,2,16,16,4,18. 
3,3,18,13,3,14,19,4,16,8,3,15,6, 
2,13,29,3,11,27,5,12,22,4,9,8,4, 
10,12,3,5,14,6,3,6,3,7,2,6,3,21, 
6,3.18,4,8,30,4,1,25,3 

9993 REM 

9994 DATA 12,3,28,20,2,20,6,20,9 
,20,12/7,3/9,6,10,10,8,28,10,21, 
16,23,14,7 

9995 REM 

9996 DATA 4,3/23,16,18,19,29.19, 
31 

9997 REM 

‘9998 DATA 4,3,2,7,6,12,19,13,28 
9993 BORDER 0 PAPER 0 INK 5’ C 
LS FOR f=0 TO 40 BEEP .009,f 
BEEP .0O9,f+5• NEXT f- RUN 


SINCLAIR PROGRAMS January 1984 


25 


QRWIN SOFTWARE- 2X81 & SPECTRUM 

IV Villi UUI I VWfTIlLi. super SOFTWARE AT LOW PRICES 


"Michael Orwin has built a reputation 
for value-for-money software and his Cas¬ 
sette 4 offers quantity as well as quality." 

Sinclair User, October '82 


NEW! FOR 16K SPECTRUM 

(will also run on 48K Spectrum) 

CASSETTE A Ten programs for £6 


"If each game was on a separate tape 
and selling for £5 each I would still rec¬ 
ommend them. But all on one for £5 ... ! 
This sort of value for money just has not 
been seen before on any personal com¬ 
puter." 

"Without sounding pushy I would like to 
conclude this review by saying if you 
have a ZX-81 and like games, then you 
should buy Michael Orwin's cassette 4." 

2 extracts from ZX Computing, OctVNov 

'82 

"Eight games, including an excellent 
version of the Scramble arcade game . . . 
Easy to operate, graphically impressive 
and good value for money." 

The Times, Saturday 11 th December 1982 
(about Cassette 4) 


GHOST GOBBLER 

Eat the ghosts before 
the ghosts eat you. 
Eat a star and you 
can chase the ghosts 
for a while. 


ALIENKILL Control lasers, rockets and a 
force-f ield to stop the aliens from landing. 
MOUSETRAP Trap the mouse in the corner 
but not anywhere else. 

REVERSI A game of skill with simple rules 
but sophisticated tactics. Play against the 
computer. 

LASER DEFENCE Control the laser sight to 
shoot down the alien ships. Machine code 
sound routines. 


TANK BATTLE For 2 players simultaneous¬ 
ly or play against the computer. Each play¬ 
er has 2 rotate controls and move and fire 
controls. The tanks fire steerable missiles. 
PHOEBUS A puzzle. 

BLACKSPOT Gobble the stars and avoid 
running into black spots created by cross¬ 
ing your own path. 

CUBE Manipulate a cube any size from 
2x2x2 to 7x7x7. 

MINEFIELD Collect the crowns while 
avoiding the mines and the electrified 
fence. 

plus an extra . . . 

GRAPHIC DEMO Did you know your Spec¬ 
trum could do all thisl? 


CASSETTE 1. eleven pro¬ 
grams (including 7 in machine 
code) 

for IK ZX81 £3.80 


CASSETTE 2, ten games in 
Basic 

for 16K ZX81 £5 


CASSETTE 3. eight programs 
(including 1 in machine code) 

for 16K ZX81 £5 



CASSETTE 4 

ZX-SCRAMBLE (machine code) with 3 stages. 

Bomb and shoot your way through the fortified caves. 


8 games for 16k ZX81 £6 

GUNFIGHT 
(machine code) 


INVADERS 
(machine code) 



r*t ®UNORLOXC*S RRE GROWING OND 
n CM THEY PERCH THE SKY THEY 
POOUCE DEADLY SPOPES. YOU 
OfiTPOC R ELYEB AND VOUP MISSIOr 
■ TQ DESTROY THE FUNCmLOIDS &' 
POPPING RNTI-FUNGUS BO»B c ON 
HEM. 



FUNGALO 


GALAXY INVADERS (machine code) 

Fleets of swooping and diving alien craft to fight off. 

SNAKEBITE (machine code) 

Eat the snake before it eats you. Variable speed, (very fast at top speed). 

LIFE (machine code) 

A ZX81 version of the well known game. 

3D TIC-TAC-TOE (Basic) 

Played on a 4x 4 x4 board, this is a game for the brain. It is very hard to 
beat the computer at it. 


7 of the 8 games are in machine code, because this is much faster than Basic. (Some of these games were previously available form 

J. Steadman). 


BYTE-MAN (machine code) 
(previously available from Mindseye) 



SPACE RESCUE (machine code) 
(previously available from Mindseye) 



CASSETTES 8 games for 16k ZX81 
BREAKOUT (machine code) 


£6 



BLITZ (machine code) 



PLANETOIDS (machine code) 

Rotate, move, fire and hyperspace controls. 
Wide range of choice of speed and difficulty. 

DODGEMS (machine code) 

Dodge the computer's car while eating the 
dots. 

DRAUGHTS (machine code) 

Three skill levels. 

MERCHANT (Basic) 

Make your fortune on trading voyages in the 
Mediterranean and beyond. 




7 of the 8 games are in machine code because it is much faster than Basic. 


"New polish on old 
favourites . . . the 
quality of the soft¬ 
ware and the 
smooth action dis¬ 
plays created on 
the screen make 
the programs 
worthwhile for any¬ 
one who has a ZX- 
81 and plays 
games using it. 

Most of the 
games include well- 
presented instruc¬ 
tions which make 
them easier to play. 
It is pleasant to see 
that Orwin's kind 
of quality is avail¬ 
able again." 

From review of 
Cassette 5 in Sin¬ 
clair User, Septem¬ 
ber 1983. 


% 


Member nl the 
Computer Trade 
Association 


Please make your cheques payable to ORWIN SOFTWARE. 

ORWIN SOFTWARE. Dept OSP. 26 Brownlow Road, Harlesden, London NWIO 9QL. 


ZX81 and SPECTRUM SOFTWARE WANTED (Royalties or buy outright) 


Irans 

cash 


505 4362 


For ore 

A|orprt 
nl Ihp 


42 


SINCLAIR PROGRAMS November 1983 


































B ECOME a fully-fledged BMX 
Rider in Ian Drake’s program 
for the 48K Spectrum. The game 
requires skill, as you must judge the 
correct speed to jump to clear the ramps 
as they appear before you. 


100 CLS 

lie PRINT AT 0,10;"<9a BMX’9d> 


120 PRINT AT 2.0; 
f the game is to 
defin9 ramPs.You 
BMX with keys '8' 
and increse your 
nd to «o left 
your speed by 1 . 
the ramP at the 
to clear it.Each 
ar it the ramP 
len9ht.If you 
ramPs you become a 
od luck!!I” 

130 PRINT AT 13/2 
v to start" 

240 PAUSE 0 
1801 CLS 
10Qb LET s-10 
1010 LET j»1 
1015 LET sc=0 
1025 PRINT AT 0,0; FLASH 1;"SPEE 


The object o 
jump 7 death 
control your 
to 9o ri9ht 
sPeed by 2 a 
and decrease 
You must hit 
right sPeed 
time you cle 
Increases xn 
clear all 7 
8MX rider.Go 


1030 PRINT AT 0,12; FLASH l,"SCO 
RE -";sc 

1035 PRINT AT 0,22; FLASH 1;"JUM 


1045 PLOT 0,35 1 DRAW 255,0 
1050 PLOT 0,34’ DRAW 255,0 
1060 LET b*-"< 9b 93 f 9c >c" 

1065 PRINT AT 9,15;b* 

1070 PAUSE 50 * BEEP .08,10- BEEP 
.01,-2 < BEEP .5,3- BEEP .08,10 
2005 LET a-0 
2016 LET b-9 

2015 LET a*=" <9a> "- IF INKEY** 
"5" THEN LET a*=" <9d> - 
2020 LET a-a+<INKEY*-"8" AND a<2 
3:-<INKEY*» H 5" AND a>0> 

2025 PRINT AT b,a;a* 

2035 IF INKEYS*"6“ THEN LET s-s 
+2- IF s>33 THEN LET s-39 
2040 IF INKEY**"5" THEN LET s«s 
-1= IF s<10 THEN LET s-10 
2045 PRINT AT 8,0; FLASH 1;"SPEE 
0 - "; s 

2050 IF j-l THEN GU TO 6000 
2055 IF j*2 THEN GO TO 6008 
2060 IF j-3 THEN GO TO 6008 
2865 IF j-4 THEN GO TO 6000 
2070 IF j=5 THEN GO TO 6088 
2075 IF j=6 THEN GO TO 6000 
2068 IF j- 7 THEN GO TO 6880 
2108 GO TO 2015 
3005 PRINT AT b,a;" " 

3818 LET b-8’ LET a-a+1 
3815 PRINT AT b,a;a* 

3828 FOR a*14 TO i+16 

3025 PRINT AT b,a;a»- PAUSE 3 

3030 NEXT a 

3035 PRINT AT b,a;” 

3048 LET b=9 

3045 PRINT AT b,a;a* 

3850 LET j=j+l- LET sc=sc+10- LE 
T s=18 

3055 PRINT AT 0,22; FLASH l;"JUM 
P - ", J - PRINT AT 8,12; FLASH i;"S 
CORE -";sc 

3860 IF J=2 THEN LET 2* 

93 - 9c >" 

3065 IF j- 3 THEN LET b*-"<9b-3* 
93•9c>" 

3870 IF j-4 THEN LET b**"<9b4* 

93 - 9c >" 

3075 IF j= 5 THEN LET b*-"<9b-5* 
93-9c>" 


3080 IF j=6 THEN LET b*-"9b 6*9 
3 ’ 9c >" 

3085 IF j-7 THEN LET b*-"<9b-7* 
93 9c >'* 

3086 IF j= 8 THEN GU TO 8080 
3095 PRINT AT b,j;“ 

3100 GO TO 1065 
4005 PRINT AT b,a; N 
4010 LET b=8 
4815 LET a-a+1 
4020 PRINT AT b,a;a* 

4825 FOR a-14 TO 15 

4o30 PRINT AT b,a;a* PAUSE 10 

4835 NEXT a 

4840 PRINT AT b,a;" 

4045 LET b=9 

4050 PRINT AT b,a;"<9a>" 

4055 PAUSE 50 
4060 GO TO 7080 

6008 IF 3=12 AND s<“sc+32 OR a=l 
2 AND S>=SC+48 THEN UO TO 4030 
6005 IF a«l2 AND s =sc-*4y OR j-*i 
2 AND s< -sc+50 THEN GO TO 3000 
6010 GO TO 2015 
7885 CLS 

7015 FOR a-1 TO 3 


7320 PRINT AT 3,a, 
HED■9d >"• PAUSE 10 
7825 NEXT a 
7830 PRINT AT 9,18 


YOU SCORED 


7840 PRINT AT 15,1;"PRESS ANY KE 
Y FOR ANOTHER GAME" 

7850 PAUSE 8 
7868 RUN 
0385 CLS 

8018 PRINT AT 5,1;"YOU HAVE JUMP 
ED ALL THE RAMPS YOU ARE NU 

W A eMX RIDER WELL 

DONEl•!I" 

8020 GO TO 7830 

9080 FOR z-USR "a" TO USR "d"+7 
9810 READ user- PUKE 2,user 
9020 NEXT z 

9030 DATA 48,56,48,127,118,153,1 
53,162 

9040 DATA 0,0,7,15,31,63,127,255 
9050 DATA 0,0,224,240,248,252,25 
4,255 

9060 DATA 12,28,12,254,110,153,1 
53,102 
9070 RETURN 


SINCLAIR PROGRAMS January 1984 


61 



BU5IME55 
MAM 


F OUR TELEPHONES appear on 
the screen and when one of them 
rings you have to guess which it 
is and answer it. If you choose the 
wrong telephone your firm will become 
bankrupt or be swindled by a client. If 
you answer the correct telephone your 


shares will rise or you will learn of an 
inheritance. The object is to try to raise 
as much money as possible before being 
made bankrupt. 

Business Man was written for the 
IK ZX-81 by David Hindon and Mar¬ 
tin Bowell, of Swindon, Wilts. 



M OVE your laser base left and 
right with keys “6” and “7” 
and catapult missiles into 
space using “0”. You must fire at the 
Sun King as it passes and attempt to 
reach as high a score as possible before 
you run out of laser power and the Sun 
King wins again. 

Written for the 16K Spectrum by 
Christopher Powton of Shildon, Co. 
Durham. 


<= 1 THEN 


150 IF INKEY* = "0" THEN FOR f 
=19 TO 10 STEP -1: PRINT AT *,p 
06*1 ; M £ H : BEEP .005,*: BEEP .005 
,f*pos/v/laser: BEEP .005,laser: 

PRINT AT f,pos*l;“ M : NEXT f: 
IF *-9 AND pos-v*l OR *=9 AND po 
s-v THEN LET sc=sc*10: BEEP .1, 
5: PRINT AT 10,v;" LET v=0 

: | GO TO 100 

160 IF laser <- O THEN PRINT " 
THE SUN KING WINS AGAIN !!!!!!": 
PAUSE O: PAUSE 0: CLS : RUN 
170 IF sc>1000 THEN PRINT "YOU 
WIN CONTROLL OVER THE SUN": FOR 
f=l TO 5: BEEP .1,*: NEXT *: PA 
USE Ox PAUSE 0: CLS : RUN 
200 LET v=v+l 
2000 GO TO 90 


>: NEXT f 

76 CIRCLE 175,123,10 
80 LET laser=20: LET pos=15: L 
ET v=0 

90 PRINT AT 20,pos; INK O; " _D 
PRINT AT 21,pos; INK 0;■ E 


1 LET sc=0 

10 PAPER 2t INK 6: CLS 
15 FOR *= USR "a" TO USR "*“ + 
7* READ a: POKE *,a: NEXT * 

20 DATA 8,20,36,72,68,69,196,1 
98 

30 DATA 15,24,51,102,102,51,24 
,15 

40 DATA 240,24,208,102,102,208 
,24,240 

50 DATA 0,24,60,126,24,60,60,6 


101 IF v >= 29 THEN PRINT AT 
10,v; M “: LET v=0: LET 1aser=l 

aser-1: GO TO 100 
110 IF INKEY* =“6" THEN LET p 
os=pos-l: BEEP .005,pos 
112 PRINT AT 0,10;"SCORE - "{* 


60 DATA 126,24,24,24,24,60,102 


70 DATA 0,0,24,24,24,60,36,0,0 


120 IF INKEY* -"7" THEN LET p 
os=pos+l: BEEP .005,pos 


75 FOR *=1 TO 30x PLOT INK 6; 
INT •( RND *200), INT < RND *150 


16 


SINCLAIR PROGRAMS June 1984 


















THE MAJORITY of microcomputer 
owners aim to provide their computers 
with as much memory as possible. Six 
months after buying his ZX-81, David 
Aubrey-Jones of Burley, Leeds removed 
the RAM pack and set himself the 
challenge of writing a mappable adven¬ 
ture game. 

The result was Haunted Dungeon 

and some memory-saving techniques 
which allowed him to write other ad¬ 
ventures on a IK ZX-81. Since then he 
has bought a Spectrum and begun writ¬ 
ing machine code games, the latest of 
which, Supertalk, allows the Spec¬ 
trum to read sentences and to learn 
words. It has just been marketed by 
Abbex. 

To play the game you must first give 
values to some variables: 

LET 1=1 
LET F=5 
LET X = 6 
LET T = 10 
LET H= 100 

The game should then be started by 
ENTERing GOTO 1. 

You enter the dungeon down some 
steps with an initial strength of 20. 
Your object is to find the treasure and 
return to the steps without your 
strength falling below 1. Enter N, S, E 
or W to move in different directions. 
You may find your way barred by a 
wall, have your strength sapped by a 
monster, or increased by finding food. 
Divining rods point to the treasure; 1 
indicates that they are pointing south 
and -1 that they are pointing north. 


25 LET R*INT < RND*H*H ) 

30 LET B=R+H 

35 LET C*INT <R+RNWH) 

40 IF G/F-INT <G/F> OR R/F*INT 
<. R/F > THEN GOTO T 
4b LET S-T+T 
50 LET P*R 
8a p&\*n 

53 IF NOT G THEN PRINT "RW) B2 

CH.-.£";RjY 

55 IF S>T+T THEN LET S»T+T 
60 PRINT S 
65 LET 0.-P 
70 INPUT M* 

60 LET Pi*P+<M*- ,, E" >+< )*F 

“ >*F 

106 IF POO AND P>*R RND POB fl 
NL« P/FOINT < P/F) THEN GOTO W*T* 
T 

105 LET P=Q 

WO WMNJ-T "am" 


115 GOTO CODE “PI 11 
120 CL3 

125 PRINT <"##" RND P*G > 

130 LET G*G*CPOG> 

140 IF P*R THEN GOTO CODE "H" 

160 RRND P 

165 LET R»T**F*RND 

170 LET R-INT <<R-INT R >*T > 

130 LET 8*S-Ivr*<R-F>-INT iBHPW 
T*< R< «= I > > 

190 LET P~P+INT C*ND*T*<R-I-fI >* 

<P+T<*B>> 

210 PRINT < "9host M RND NOT R >♦< 
"dra9on" RND R-I>+< "giant bs.tr 1 
RND R=I + I >*K 11 ITS d*r»k RND WET M R 
ND R>X> 

220 IF R>X THEN PRINT "DiViNtN* 
ROD*";SGN <G-P> 

240 IF S>«I THEN GOTO CODE "R" 
250 PRINT "R.I.P" 


SINCLAIR PROGRAMS November 1983 


3 



















HERE HAVE been requests 
for two-player games. William 
Hoyland of Surbiton, Surrey has 
supplied one such game for the 16K 
ZX-81. 

Player one attempts to move the snail 


ib gusub 5000 

20 LET A*10 
30 LET B-10 
40 LET Sl^O 
50 LET S2=0 
60 DIM AIK 20,30 > 

70 FOR 2=1 TO 30+S1+32 
0O LET X-INT <RND*19>+1 
90 LET Y-INT <RND*20)+5 
10O PRINT RT X,Y;"<91>" 

HO LET ft*<X/Y) _ "<91 >" 

120 NEXT 2 

139 LET D-l 

140 LET E-30 

lbO PRINT RT R,D>"0" 

135 PRINT RT B,Ej"*" 

160 LET R«<R,D)-"0" 

16b LET R*<B,E>-"*" 

170 LET C-PEEK 16421 
190 LET B-B-CCC-223 OR C-2l9 OR 
0221 > AND 6-1 >0>+<< 0191 OR O 
187 OR C"189 > AND B+1C21> 

190 LET R-R-C<0251 OR C-219 OR 
0187) AND A-l>0>+<<C*253 OR C« 
221 OR 0189> AND A+1<21 > 

200 LET D-D+l 
210 LET E-E-l 

215 IF D-31 THEN GOTO 3000 
217 IF F\9<.fi>0)<>" " AND A*<B-E> 
O"." THEN GOTO 3000 
220 IF " THEN GOTO 1 

000 

230 IF R*< B/E ><>" " THEN GOTO 2 
000 

240 PRINT AT A,D;">" 

250 PRINT AT B,E; H <" 

260 GOTO 150 
1900 FOR 2-1 TO 20 
1010 PRINT AT fl,D; •'<!>>" 

1020 PRINT AT A,D;">“ 

1030 NEXT 2 
1035 CLS 


from the left of the screen to the right, 
while the snail of player two attempts to 
cross from right to left. 

Both players must avoid the deadly 
slug pellets and the slimy snail trail of 
the other. 


1040 PRINT “THE GOOD LOOKING ONE 
ON THE RIGHT WINS.",,,, 

105O LET S2-S2+1 

1070 PRINT SI;TAB 29-LEN < 

STR* S2 ); S2; "— >“ 

107b IF S2-10 THEN GOTO COOO 
1077 PRINT AT 10/10;"TOUCH A KEY 

II 

1080 IF INKEY**"“ THEN GOTO 1000 

1090 CLS 

1100 GOTO 60 

2000 FOR 2*1 TO 20 

2010 PRINT RT B/E;'Y i< )" 

2020 PRINT AT B,E;"<" 

2030 NEXT 2 
2040 CLS 

2050 PRINT “THE GOOD LOOKING ONE 
ON THE LEFTWINS.",,,, 

2060 LET Sl-Sl+1 

2070 PRINT SI;TR6 29-LEN < 

STR* S2 >; S2; "—>“ 

2075 IF SI-10 THEN GOTO 6000 
2077 PRINT AT 10/10;"TOUCH A KEY 

If 

2080 IF INKEY*-"" THEN GOTO 2080 
2090 CLS 
2100 GOTO 60 
3000 CLS 

3010 PRINT TAB 6;"NOBODY WINS GE 
EKS",// 

3020 GOTO 2070 

4000 SAVE "SNAIL TRAIl" 

4010 RUN 

5000 LET B*-"*rTOUCH*A*KEY****** 
*************HI. THE FOLLOWING 
GAME IS CALLED SNAIL TRAIL AND I 
T REQUIRES TWO PLAYERS TO NAV1CA 
TE THEIR SPEEDY SNAILS ACROSS AN 
AREA OF LETHAL SLUG PELLETS WHI 
LST AVOIDING THEIR OPPONENTS DEA 
DLY TRAILS.PLAYER ONE USES THE K 
EYS Q AND A TO MOVE UP AND DOWN. 



PLAYER TWO USES KEYS 0 AND L. *** 
*************GO0D LUCK**#*" 

5010 PRINT AT 9,7;"<90-16*99'95> 
M i AT 18,7;"< 98 >t*TOUCH*A*KEY***< 
95 )" l AT ll,7j"<98'16*9f’95>" 

5020 IF INKEY*-"" THEN GOTO 5029 

5030 FOR A-l TO LEN B®-15 

5048 PRINT AT 10,8jB*<A TO A+ib> 

5050 FUR 6-1 TO 3 

5060 NEXT 6 

5070 NEXT A 

5080 FOP R=1 TO IAS 

5090 NEXT A 

5100 CLS 

5110 RETURN 

6080 PRINT 

6010 PRINT "AND THE OVERALL WINN 
£R,",,, 

6020 PRINT "WITH AN INCREDIBLE L 
EflD OF "j 

6030 IF SI>S2 THEN PRINT S1-S2 
6040 IF S2>Sl THEN PRINT S2-S1 
6050 PRINT 
6060 PRINT "IS..." 

6070 PRINT 

6880 PRINT "THE DEVILISHLY FIEND 
ISH..." 

6090 PRINT 

6100 IF S2>S1 THEN PRINT "PLAYER 
ON THE RIGHT" 

6110 IF Si>S2 THEN PRINT "PLAYER 
ON THE LEFT" 

612G PRINT 

6130 PRINT - TOUCH A KEY TO PL 
AY AGAIN" 

6140 IF INKEY**"" THEN GOTO 6140 
6150 CLS 
6160 RUN 



SINCLAIR PROGRAMS November 1983 


47 






T HIS EDUCATIONAL program, 
Two-stroke Engine, was de¬ 
signed for the 16K Spectrum by 
Tim Rose of Woolwich, London. For 
those interested in simple physics it 
describes, with working diagrams, the 
action of a two-stroke engine. It would 
be useful as a demonstration program 
for teaching, or for students struggling 
to reproduce diagrams. 




tb CO SUB '-N'V BORDER O- PAPER 
0 INK 6 * LLS 
26 CIRCLE 125, 39,24 
36 PRINT AT 20,0;"Two Stroke"' 
"En9iv>e bx Tim Rosc 10^2/1983" 

49 PLOT 102*160’ DRAW 0,-50 D 
PAW -12,-15- DRAW Q,-50- DRAW 76 
,0,PI- DRAW 0,30- WWW -9,5 DR A 
In 15.0- PLOT PEEK 236??,PEEK 236 
7*3+12 

59 DRAW -15,0’ DRAW 0,4 DRAW 
15,0- PLOT PEEK 23677,PEEK 23676 
+12- DRAW -!5,0 DRAW 9,53- DRAW 

-50,0,2* PLOT 100,90- DRAW 0,-3 
5- DRAW -1,9- DRAW 9,35 

60 PRINT AT 0,14; INK 7) BRICH 

T l;"a/' 

70 FOR J-<2*PIVPI/6 TO 0 STEP 
-PI/6 

39 FOP r-Ci TO J 

99 LET b-l26+20*COS *’ LET c-3 
9+29TSIN ? 

100 PLOT OVER 1; b, c * DRAW OVER 
1: 1.26-b, 45 

119 LET d-c +45 

120 OVER 1- PLOT 105,d- DRAW 44 
•9- DRAW 0,28- DRAW -32,10 DRAW 

-13,-10- DRAW 9.-28- OVER O 


120 IF INT r-59 THEN GO SUB 021 

140 IF INT r-56 AND bM26 THEN 
PRINT AT 9’, 9.1 "Power " i RT 1, 

14;- ";AT 2,13;" ";AT 3, 

13?" 

150 IF INT c-21 AND b>!26 THEN 
CO SU8 0230 

169 IF INT r-30 AND b<126 THEN 
PRINT AT O,0;"ComPreiilorT 

170 IF INT r-4S AND INT b<126 T 
HEN GO SUb 9280 

180 IF <INKEY*-"c" OR INKEY*«"C 
"> AND T-0 THEN COPY 

190 IF ' INKEY*-"*" OR INKEY*-"S 
"> AND 7*0 THEN GO TO 190 

200 NEXT 7’ NEXT s GO TO 70 

210 PRINT AT 0,0:"19mtion 

AT t.!4: INK 2; BRIGHT 1; -bbbb" 
;AT 2,12;"bbbbbb“;AT 2,13; " bbbbb 
h"; AT 3,ltC “ bbbbbb ’’ • IF. 7*0 THEN 

FOR v-*0 TO 10- OFPP 0.01,10- BE 
FP 0.01,20- NEXT x 

229 RETURN 

230 PRINT AT O.0;- "• OVE 

R 1- PLOT 134,122- DRAW 20,-20,P 
1^2- PLOT 155,102 DRRU 16,0 PL 
OT 166.106 DRAW 5,-4- DRAW -5,- 


•4- PRINT AT 9,22;"Exhaust";AT 18 

,24;"Out" 

240 PRINT AT 9,0;"Fuel forced"; 
AT 10,5;"uP" PLOT 96,40= DRAW 0 
,55 DRAW 20,22* DRAW -5,0- POKE 

39677,PEEK 2367?*5< DRAW 0,-5' 
OVER 0 

250 IF 7-0 THEN FOR x*l TO 1Q0- 

IF INKEY*-"r" OR INKEY*-"C" THE 
N COPY 

260 IF 7-0 THEN NEXT y 

270 RETURN 

28*3 OVER !• PLO T 160,85- DRAW - 
12,8- DRAW -5,-20’ DRAW -4,5- PO 
KE 23677,PEEK 23677+11- DRAW -6, 
-5’ PRINT AT 11,21;"Fuel mucked" 
;AT 12,25;"in"• OVER O’ GO TO 25 
0 

290 RESTORE 300’ FOR x-0 TO 14' 

READ s’ POKE USR "s"*x,v NEXT 
x- RETURN 

309 DATA PIN 9000111*3. BIN 00001 
110,PIN 00*311111,BIN 00011111,32 
,BIN 110*31110, BIN 00000100.BIN O 
0001100, BIN G10! *01.0,0, BIN 10101 
H01,e,8IN 01 *30 1010,0,BIN 0010010 
0,0 

310 SAVE "2 Stroke" LINE 1 


54 


SINCLAIR PROGRAMS November 1983 






m 


S HEILA BRITTON of Reading, 
Berkshire wrote Jaws for her five- 
year-old daughter. It is for the 
16K ZX81 and is a simple mathematics 
program with a shark chasing a fish at 
the bottom of the screen. If you answer 
correctly the fish will escape. 


10 PRINT AT 3,12;"JAWS" 

15 PRINT AT 4,12;" 

26 PRINT AT 7,0;"TRY TU HELP T 
HE FISH ESCAPE FROM" 

25 PRINT "THE SHARK BY LETT1NO 
THE ANSWERS" 

30 PRINT "RIGHT." 

35 PRINT AT 12,0;"AT THE END P 
RESS Y AND NEWLINE" 

40 PRINT "TO PLAY THE GAME AGA 
IN. " 

45 PRINT AT 16,0;"PRESS ANY KE 
Y TO START." 

50 IF INKEY*-"" THEN GOTO 50 
100 CLS 
105 LET W-0 
110 LET F-0 
120 LET X-0 

130 PRINT AT 20,0/"< 9a■9d'9a' 9d 
9a 1 9d 1 9a 1 9d 9a 1 9d■9a 9d'9a■ 9d 1 9a 
■9d•9a 1 9d•9a 9d 9a 9d•9a 1 9a ; 9a■9 
d 1 9a■9d <9a 1 9d■9a•9d)" 

146 PRINT AT 16,30;"Y" 

150 PRINT AT 17,30;"Y" 

160 PRINT AT 18,20;"Y Y" 

170 PRINT AT 19,28;"Y Y" 

180 GOSUB 600 
190 GOSUB 700 
200 RAND 

210 LET fl-INT <RND*H> 

220 LET B-INT <RND*11> 

230 IF X-0 THEN GOTO 800 
235 GOSUB 900 

246 PRINT AT 4.5;"WHRT IS ";A;" 
+'* / B 

250 INPUT ANSWER 
260 PAUSE 40 

270 PRINT TAB 13;A;;B;;AN 
SWER 

280 IF ANSWER-A+B THEN GOTO 400 
300 PRINT TAB 12;"WRONG.TRY AGA 
IN." 

310 FOR 2-15 TO 18 
320 PRINT AT 2,W;" 

330 NEXT 2 
340 LET W-W+b* 

350 GOSUB 680 

360 IF F-W+2 THEN GOTO 480 

370 GOTO 235 

400 PRINT TAB 13;"RIGHT.WELL DO 
NE." 

410 PRINT AT 16,F;" 

420 PRINT AT 17,F;" 

480 LET F-F+6 

440 GOSUB 700 

450 IF F-26 THEN GOTO 540 

4b0 GOTO 210 

480 PRINT AT 10,0;"SORRY.YOUR F 
ISH HRS BEEN EATEN." 

490 GOTO 550 

540 PRINT AT 10,0;"CLEVER YUU.T 
HE FISH HAS ESCAPED." 

550 PRINT AT 12,0;"D0 YOU WANT 
TO PLAY AGAIN7Y OR N" 

560 INPUT R* 

570 IF R*-"Y" THEN GOTO 100 


5S0 CLS 

585 PRINT AT 10,12;“GuUDBYE." 
590 STOP 

680 PRINT AT 15,W;"<9a : 4*9a)" 
610 PRINT AT 16,W; "C4*9a ! 10 ! 9a > 

620 PRINT AT 17, W; 6*9a >" 

630 PRINT AT l3,W;"<9a 4*9a>" 

b40 RETURN 

700 PRINT AT 16,F;"<9w■iftP ! l* >" 
710 PRINT AT l7,F;"9e 2tisP>" 
720 RETURN 

800 PRINT AT 3,0;"HELLO." 


810 LET X-l 
320 GOTO 240 
906 FOR 2-3 TO 6 
910 PRINT AT 2,0;" 

320 NEXT 2 
930 RETURN 


SINCLAIR PROGRAMS February 1984 


31 





































5 GOTO 8000 
? CLS 

10 RAND 

•.'0 LET B*="" 

30 PRINT "WHAT IS YOUR NAME PL 
EASE?" 

40 INPUT C* 

bO PRINT “WHAT DO YOU WANT TO 
SAY ";C*,"?" 

60 PRINT 

70 INPUT A* 

75 IF PEEK 1639e+256*PEEK 1639 
9 ’.‘PEEK 16396+256*PEEK 16397+693 
THEN CLS 

Q0 IF A*-"" THEN GOTO 70 

85 IF ASCLEN AS ><>"." AND AS< L 
EN A® X >"?" THEN LET A*-R*+"." 

90 PRINT. "YOU : ;A* 

100 IF A*< LEN R*>="." OR A*<LEN 

AS >="?" THEN LET AS=AS< TO LEN 
AS-1 ) 

105 IF AS-"CHANGE USERS" THEN G 
OTO 7 

110 LET K>0 

120 IF AS-"GOOD" THEN LET RS~"T 
HANK YOU" 

130 IF A*-"HI" OR R*~"HELLG" OR 

A#*"GOOD" OR LEN AS<2 THEN LET 
K*1 

140 IF LEN AS<2 THEN LET BS-""" 
"+AS+.IS NOT A SENTENCE" 

150 IF RS="HI" OR AS 59 "HELLO" TH 


EN LET BS-"HELLO THERE" 

160 LET DS-"DO" 

170 IF LEN AS<3 THEN GOTO 330 
ISO IF AS< TO 2>*"A " AND LEN A 
*<10 THEN LET BS-"WHAT IS "+A* 
190 IF LEN AS<7 THEN GOTO 270 
2O0 IF A*< TO 4>="FUR " OR A*< 
TO 7>"BECAUSE" UR AS< TO 3>-"T0 
" OR A*< TO 2 >="30 " THEN LET B 
S’"I SEE" 

210 IF RS< TO 4>-"STUP” THEN LE 
T BS-”ALL RIGHT" 

220 GOSUB 4000 

230 IF AS< TO 4>«"THE " OR AS< 
TO 4 >*“HIS " OR AS< TO 4>-"HER - 
THEN LET BS-"REALLY" 

24Q IF B*-"" THEN GOSUB 5000 
25Q IF AS< TO 3>«"WE " THEN LET 
BS-"WHO DO YOU MEAN BY WE" 

260 IF AS< TO 2)="I " THEN GOSU 
8 100O 

270 IF LEN A*<5 THEN GOTO 290 
280 IF LEN A*>8 AND RS< TO 4>-” 
THEY" THEN GOSUB 7000 
290 IF LEN AS>7 AND AS< TO 3>~" 
HE " OR AS< TO 2>-"IT" OR A$< TO 
3>-"SHE" THEN GOSUB 2O00 
300 IF LEN AS-8 AND AIK TO 0>-" 
YOU" THEN GOSUB 3O00 
310 IF LEN AS A THEN GOSUB 460 
330 IF AS-'*NO" THEN LET 8*-"WHY 
NOT" 


335 IF AS—YOU" THEN LET BS*"WH 
AT ABOUT ME" 

340 IF AS-"YES" THEN LET BS«"WH 
Y ° 

345 IF AS-"ME " THEN LET BS-"WHA 
T ABOUT YOU" 

350 IF A*="THANK ME" THEN LET B 
B=-"I AM ONLY FOLLOWING ORDERS" 
360 IF AS-"I KNOW" THEN LET 6S» 
•GOOD" 

;70 IF BS —"" THEN LET BS=AS 
375 IF PEEK 16398+256*PEEK 1639 
9>PEEK 16396+256YPEEK 16397+693 
THEN CLS 

380 PRINT " ME-"; 

390 IF BS-AS AND PND<.7 OR RND< 
.2 AND LEN BS+LEN C*<18 THEN PRI 
•JT "ER. 

40O PRINT BS; 

416 IF BS~"REALLY" AND RND<.5 0 
R RND>.65 AND LEN BS+LEN CS<25 T 
HEN PRINT " ";C»; 

420 IF RS<'‘"THANK ME” AND B*<>" 
GOOD" AND BSO'T SEE" AND B$<>"A 
LL RIGHT" AND KOI THEN PRINT "? 

M 

430 IF AS-"THANK ME" OR BS-"I S 
EE" OR BS-"ALL RIGHT" OR B*="GUO 
D" OR K-l THEN PRINT 
440 LET B*-"" 

450 GOTO 70 

460 IT A*< TO 4>="Y0UR" THEN LE 


H OLDING an intelligent con¬ 
versation with your 16K ZX- 
81 may seem a remote 
possibility but this program by Simon 
Parker of Leeds makes that possibility 


closer than any other which has yet 
been submitted to Sinclair Programs. 

Type-in your side of a Conversa¬ 
tion and the computer responses will be 
displayed on the screen. The program 


will give a sensible answer to the ma¬ 
jority of your questions and can even 
cope with philosophical points such as 
“What is the meaning of life?” or “Why 
did the chicken cross the road?” 




THEN LET 


T B®="I KNOW" 

470 IF AS< TO 4 YOUR" THEN LE 
T K=1 

480 IF A*': TO 4 >""LOTS" THEN LE 
T 8*-"SUCH AS" 

490 IF AS< TO 3 ”MY " THEN LET 
8*="Y0UR"+A*< 3 TO > 

500 IF A*< TO 3>»"ME " THEN LET 
B*="Y0U"+AS<3 TO > 

9013 RETURN 

1000 IF RSC3 TO 4 )=”AM" THEN LET 
B*»"WHY ARE YOU"+A*< 5 TO > 

1002 IF AS<3 TO 5>®"CAN" THEN LE 
T B*="HOW CRN YOU"+A*<6 TO > 

1805 IF R*< 3 TO 5>="WAS" THEN LE 
T BS-"UHY WERE Y0U"+A*<6 TO > 
1007 IF ASK 3 TO 5>-"DID" THEN LE 
T BS-"WHY DID YQIJ"+AS<6 TO > 

1009 IF RS< 3 TO 4>*"D0" AND B*-’’ 
" THEN LET B*-"WHY DO Y0U M +AS<5 
TO > 

1O20 IF A3K3 TO 7>="COULD" THEN 
LET B*=”HOW COULD Y0U"+AS<8 TO > 
1030 IF AS< 3 TO 6 >="HAVE " THEN L 
ET B*“"WHY HAVE YGU"+AS<7 TO > 
1840 IF AS< 3 TO 7 >■"WROTE" THEN 
LET B**"WHY DID YOU WRITE"+AS<3 


TO > 

1890 IF BS-"" THEN LET BS-"WHAT 
"+DS+" YOU"+A*< 2 TO >+" FOR" 

190O RETURN 

2010 IF A*<5 TO 6>=»"IS" THEN LET 
BS-"WHAT IS IT THAT MAKES HER " 
+AS<7 TO > 

2030 IF RS<4 TO 7>-"DOES" THEN L 
ET B*»"WHY DOES "+RS' TO 2>+AS<8 
TO > 

2035 IF A*< 5 TO 8>="L-0ES“ THEN L 
ET BS="WHY DOES SHE"+fl*<9 TO ) 
2040 IF AS<4 TO 6>=*"CAN" THEN LE 
T BS="HOW CAN ”+A*< TO 2>+AS<7 T 
0 > 

205O IF ASK 5 TO 7 >="CAN“ THEN LE 
T B*="HOW CAN SHE“+AS<0 TO > 

2860 IF 3*-"" THEN LET BS-"WHY I 
S IT THAT "+AS 
29O0 RETURN 

3080 IF R*K5 TO 7 > 5 »"APF I ‘ THEN LE 
T e*’"WHY AM I"+AS< 8 TO > 

3010 IF AS<5 TO 3'-"WERE" THEN L 
ET 6S-"WHY WAS I"+AS<9 TO > 

3020 IF ASCS TO 8>-"HAVE" THEN L 
ET BS="WHY HAVE I"*AS<9 TO > 

3030 IF A*<5 TO 9>="W0ULD" THEN 


LET BS="WHY WOULD I"+A*<10 TO } 
3O40 IF ASK 5 TO 7>-"D0 " THEN LE 
T BS="WHAT DO 1"+A*<7 TO >+" FOR 

N 

3O50 IF ftS< 5 TO 7 >«"CRN" THEN LE 
T B®="HOW CAN I"+ASC8 TO > 

308O IF BS-"" THEN LET 8**"WHAT 
''+DS+" I "+A#< 4 TO >+" FOR" 

3090 RETURN 

400O IF ATK TO 4"WHAT" OR A*< 
TO 3>-"WHO" THEN LET B*-"I DO NO 
T KNOW" 

4005 IF R*< TO 2'-"WHY" THEN LET 
BECAUSE THAT IS THE WAY IT 
IS" 

4010 IF A3K TO 5>-"WHERr:" THEN L 
ET E'*-"OVER THERE SOMEWHERE" 

4020 IF A*< TO 3>*"RRE" OR A*< T 
0 5>’“WILL " THEN LET BS-"PROBAB 
LY" 

4030 IF ASK TO 5 "COULD" OR A*< 
TO 4)*"CAN « THEN LET B*-"I DOU 
BT IT- 

4040 IF AS< TO 5 >="D0 YU" THEN L 
ET B*="I MIGHT DO" 

4O50 IF ASK TO 3 >*"HOW" OR A*< T 
0 4>^"1JHEN" THEN LET B«-"WHAT DO 


48 


SINCLAIR PROGRAMS August 1983 




YOU WANT TO KNOW THAT FOP" 
4060 IF B*-”" THEN RETURN 
4O70 IF BS< 1 X>"W“ THEN LET K-l 
403O RETURN 
5O00 DIM A< LEN A* > 

5005 LET Bt-" 

501O FOR F'5 TO LEN At-1 
5015 LET Ac F >-& 

5920 IF AtCF TO F+1>="MY” THEN L 
ET A< F 1 

5021 IF AS< F-1 TO r+1?-' ME" THE 
N LET fl< F }=3 

5023 IF AtCF-3 TO F+l >- f, LIKE " 0 
R fl*CF-3 TO F+l>~"LOVE ” THEN LE 
T K*F 

5025 IF Ate F-2 TO F+l >*-"YOUR" TH 
EH LET A<F'--2 

5027 IF ASKF-1 TO F+l >-”Y00’ THE 
N LET A< F >"4 

5029 IF ASKF-1 TO F+l I " THE 
N LET A< F >--l 

5030 IF ASK LEN At-1 TO >»"ED" OR 
ASKF-1 TO F+1>-”ED ” OR AS<F-3 

TO F+l >="UGHT ” THEN LET D»="HR 
VE" 

5032 IF A3KF-1 TO T+l >-"OFF” THE 
N GOTO D00O 
5035 NEXT F 


5040 LET L-LEN A* 

5050 FOR F~4 Tfj L 

5055 IF A<F>*=-1 THEN LET At*Ate 

TO T-l *•+ "YOU" +A*< F+l TO > 

5060 IF A< F >=1 THEN LET At^ASC T 

0 F-l >+"Y0UR**+RlKF+2 TO > 

5062 IF A'F'.-O THEN LET flt-frtK T 
0 F - ! >+ ” YOU “ +A*< F+2 TO > 

5065 IF A< F >~2 THEN LET AS-ASC T 
0 F-3 >+"MY"+At< F+l TO > 

5067 IF R< F >—4 THEN LET AS-A*< T 
O F-2>+"ME"+At<F+2 TQ > 

5070 NEXT F 

5075 IF K>2 THEN LE T IS 

" +A*< X+1 TO '*+■' LIKE” 

5077 LET K-0 

5030 IF AKLEN At -"8" RK> B*< T 
0 4>*"WHRT" THEN LET B*-”WHAT AR 

f+etce to '• 

6000 if r.*< l 
6020 RETURN 

7003 IF At- 6 TO •;* •-"HAVE” THEN L 
ET C«-”WHY HHV f TH;V*A$< 10 TO ' 
7010 IF AtC6 TO 8>~"AR£" THEN LE 
T At-”WHY APE THEY"+A*<9 TO > 
7920 IF Bt^“” THEN LET Ut^’WHY - 
+D*+" THEY“+At< 5 TO > 

7909 RETURN 


8O00 DIM ASKS.30 > 

8O10 LET AtC1>« H I AM YOUR 2X81, 
AND I AM HERE" 

8020 LET Ate 2^-"TODAY TO COMMONI 
CATE WITH YOU," 

8030 LET Ate 3>-"AND MAKE YOU REA 
LICE JUST HOW" 

8040 LET Ate 4 >~"MUCH THE WORLD 0 
F THE USERS" 

8059 LET A*< 5>-”INTERESTS ME." 
3060 LET Ate6>=" I HOPE I DO NOT 
SCARE YOU,AS" 

3O70 LET Ate7>="I AM A VERY FRIE 
NDLY COMPUTER," 

0089 LET R«es>-”AS YOU SHALL SOO 
N SEE." 

8110 FOR F-M TO 8 
8115 FOR B-l TO 30 
8117 PRINT AT FY2+ 

8120 PRINT AT F*c2+1,8; At< F, 8 > 
3120 NEXT 8 
8158 NEXT F 
8240 RUN 7 

9900 CL8 

9810 PRINT AT 10,1;"I DO NOT L1K 
E YOUR LANGUAGE“ 

9020 PAUSE 150 


THEN !_ET PT. 


SINCLAIR PROGRAMS August 1983 


49 




















iiSsfe 




““"•"'•■■I 


SINCLAIR PROGRAMS May 1983 


D R ELIOT GINGOLD, lecturer 
in genetics at Hatfield Polytech¬ 
nic, has sent a Spectrum pro¬ 
gram to simulate the development of 
mixed populations under evolutionary 
pressures. He believes that the use of 
computers for the purpose has the great 
advantage over mathematical equations 
that random influences can be included 
in the model. 

The listing sets up a small, local 
population of black and yellow mice 


UNDERSTANDING 

TVOTUTIOTV 


and follows it for successive genera¬ 
tions. The variation in colour is con¬ 
trolled by two variant forms of a single 
gene, with the black-inducing gene 
dominant over yellow. 

The user is invited to fix the popu¬ 
lation size and the differing selection 
pressures on the two types. An interest¬ 
ing finding is that small populations 
suffering no selection pressure eventu¬ 
ally will resolve into entirely black or 
yellow types. Such results show the 


importance of the random element. 

“This so-called ‘genetic drift’ is an 
important factor in discussions of evolu¬ 
tionary theory. Many scientists believe 
that such random events are the basis 
for many of the observed differences 
between species,” he says. 

The listing is aimed at A level stu¬ 
dents but its avoidance of technical 
terms should assure it wider usefulness. 
In the listing, the mice should be en¬ 
tered as graphic M. (48K Spectrum). 







i IS 

1; 


1 DIM a $(250) : DIM b(51) 

20 GO SUB 900£) 

24 BORDER 7: PAPER 7: CL5 

c5 PRINT INK 1;"This prograa s 

ittulates a local.population of 

mice. Two types.are found.bla 

CK »ice — £ . and yellow a 

ic ? -7“ INK 6 ' . INK 2; "Th 

5 difference is due to a gene"" 
With two alleles- YtblacK.' is"'" 

dominant over y lye l lo») ,.TKie 

means that. yy -- black"'" y 

a -- black"’" yy __ yellow-- 

be K yv ; 5?*v5 r 3 ^ ® ouse could 
be Y Y, or Yy, a carfier of ye? 

•.Yellow alleles can hide i 

n biacx.mice!. ink 0; inuer 

SE 1; " Press any key to continue 

25 IF INKEYS=”" THEN GO TO 26 
27 CLS ; PRINT INK 2; "You may 

follow the changes in.this pop 

ulation during up to 60 "'”genera 
lions."'' INK 1;"Each generation 

the population. will at first 

double- But not "'"a l l can surviv 

e- You will be.asked to fix th 

s maxiaim numbers .capable of s 

urviving." 

23 PRINT INK 2; "Three sxtuati 

ons are possible,.selection ag 

ain$t yellow.. i - e-- black a 

ore fit to survive.selection a 

gainst black .. i-e. yellow 

more fit to survive"-"or no seie 
ction .. i-e. both types equ 

3v 29 PRINT INK 2;“YOU can try an 

y of these/.and if you have se 

i prtion you"'"may determine 
■■ ■ INK 0 INVERSE 
Press any key t o start. 

30 IF INKEYS="" THEN GO TO 30 
4-0 BORDER 7: PAPER 7: CL 3 
50 PRINT PT 7/0; INK 2;"Input 

the maximum population that th 

e enviroment can hold. lean be 

up to 125)" 

52 INPUT P0: IF pDil OR PG>12S 
THEN PRINT INK 0; ""Must be bet 

ween 0 and 125GO TO 52 

55 CL5 : PRINT AT 7,0; INK 1;" 
selection could be Rgainst 

yellow INPUT 0. Against bl 

ack INPUT 1. Or no select 

ion INPUT 2” 

57 INPUT d: IF d < >0 AND dol P 
ND d < > 2 THEN PRINT INK 0; ""Must 
b€ 0, 1 or 2"; GO TO 57 

53 IF d =2 THEN GO TO 75 

60 CL5 : PRINT AT 7,0; INK 2;" 

Uhat is the strength of . select 

ion measured as a i 100 ;.; w 

ould mean that the unfit. type 

is lethal). Input a number up 

to 100" 

62 INPUT S?; IF SP<0 OR SP>100 
THEN PRINT INK 0,"“MUSt be betw 
een G and 100": GO TO 62 
70 LET S =100 —SP 

75 CLS : PRINT PT 7.0; INK 1; " 
Ubat is the starting K of"'"ye l l 

ow alleles? (%y>"''"(Reme®be 

r that many will .be hidden in 

black Bice!) .Input a number u 

p to 100" 

- k . 7 £r^^S LI T y IF y<0 DR y>i00 th 
CN PRINT INK 0'' "HUS t be 
3 and 100": GO TO 77 
100 LET n =1: LET P=P0 
110 LET y=yyl00; LET b < 1)=y 

200 LET S b = 1: LET sy=l; 

THEN LET sy=sxl00 

201 IF d=l THEN LET S b =S .-'IOC 
215 BORDER 7: PAPER 7: CLS 
2fe LET n=n+l. GO SUB ICOO 
265 GO bU6 2000 

TO 6 1i 0 F 0=51 THEN PfiUSE 120: GO 

270 POKE 23692,255 
260 PRINT BRIGHT I; INUERSE 1; 
INK^B;"PRESS M FOR MORE Tg FOR G 

235 GO SUB SOOO 
290 IF IJ="m" OR 
TO 215 

?0®3^ i * = ” 9 " ° R 
305 GO TO 235 

310 GO sue 6000 

311 GO SUB 5000 
■315 IF i $ = "* " 

TO 215 

320 IF i*="n" 

TO 4.0 

325 IF i $="s" 

PER 7; STOP 
350 GO TO 311 

1003 PRINT AT 0,7; INK S, BRIGHT 


between 


IF d=0 


i$="M" THEN GO 
it* = "G" THEN GO 


OR 

i$="M" 

THEN 

OR 

iS="N" 

THEN 

OR 

iS="S" 

THEN 


;n-l; ") " 

-'OR f =1 


THEN 


ws • 


0.7; IN 
NOT ALL 


t • . 
* 


1 ;"NEXT GENERA!ION 1 , 

1005 LET ym=0: LET Cd=G: . 

TO 2*P 

1010 LET X=RNO: LET v=RNC 
1020 LET z= lx>=y> + iv>=y) 

1030 LET Cd =Cd +Z 
104.0 lST a$m =5TR$ <z ) 

104-5 LET i = 0 : IF aSlf)="0 
~ET i=6: LET yprymtl 
104-S PRINT INK i ; "a 
1050 NEXT / 

1060 LET y= llip-cd) /(4 *p) 

1065 PRINT PT 19,0; INK 2; BRIGH 
T i;ya;" yellow mice out of ";t2 
*P) ' (4fp-cd ) ; " yellow alleles ou 
r_ r> f "; JA *0 i 

107© RETURN 

2000 PPUSE 150: PRINT PT 
K 2; BRIGHT 1; FLPSH 1; " 

CPN SURUIUE " 

2005 LET PS=2iP. LET bro=2*p-ym: 

i~E« = --ET yml=ym 

2006 LET r ip0/(Sb«bffltSw«yBi) 

2007 IF f >1 THEN LET r=1 
2010 FOR F =1 TO 2iP 
2063 LET X=RND 

fIf. S < f -* > " O " RND (x >r*Sb 

)) T HEN uET Cd=Cd-L'AL (a$lf)) ; L 
= T bttl=b»l-l. LET 3 $ i / .1 = " d " ; LET 
PS=ps-l: PRINT " 

="0") PND (x > r ssy 

l I HE ; N Jr ET y - 1 =y a 1 - 1 - LET SSlf) 

= H : LET ps=ps-l: PRINT 1 ; 

=075 IF atif) <>"d" THEN PRINT OU 
ER 1; INK 3;" 

2030 NEXT f 
2082 PRINT PT 20,31;" " 

2033 PRINT PT 0 , 0 ;” 

«» 

2024 IF bffl=0 THEN PRINT PT 19.0; 
*• 

b ® >,? THEN PRINT PT 19,0; 
^pRIgHTl; INK 2;bffl1; BLPCK 5U 
R ^ I .^ Er> TROM "; bm; INK 1;TPB 123) 
A INT ll00jb*l/bB*,5) :"X" 
cSoo Ir- ym >0 THEN PRINT PT 20 . O ; 

BRIGHT l; ink 2;yal;" YELLOUSU 
RUIUED FROM ";y«.; INK l.TAB 126) 

: INT ( 200*yic l,-'y m + .5) ; "V." 

2090 LET y=12tps-cd) / I2*ps) : PRI 
NT BRIGHT 1; INK l;"%y=";(INT (y 
*1000 *-5))✓10;" (Last Gsnerati 
on ="; (INT (b(n-l) *l000 + .5))/10; 

%% j «» 

2095 LET b (n) =y 

2095 LET p=p0: IF ps<=p0 THEN LE 

T p =ps 

2IGG RETURN 

5000 IF INKEY$="" THEN GO TO 500 

G 

5020 LET I $ = INKEY $: RETURN 
5000 BORDER 1: PPPER 1: CLS : IN 
K 7: PLOT 47,156: DRPU 0.-120: D 
RPU 2G0.0 

501G FOR f =36 TO 156 STEP 24: PL 
OT 45, f: DRPU -3,0; NEXT f 
5020 FOR f =47 TO 247 STEP 40; PL 
OT f,36: DRPU 0,-4; NEXT f 
5330 PRINT PT 9,0,"Xy ";PT 2,2;"1 
GO”;PT 5,3;"30";PT 8,3;"60";PT 1 
1,3;"40";PT 14,3;"20",PT 17,4;"0 


5040 

30 
t i on • 


PR INT 
40 


PT 16,6;"0 10 20 

50",pt 19 , 15 ;"Genera 


INVERSE 1;"Po 


5050 PRINT PT ,1.6; 

Pulation aax. ”;p 0 

5060 IF d=2 THEN PRINT PT 0,10; 
INUERSE l;"No selection 
0070 IF d =1 THEN PRINT PT 0,2; X 
NUER3E l;INT csp>;"% selection a 
gainst black" 

5000 IF d=0 THEN PRINT PT 0 ,1; I 
NUERSE l; int (sp);"X selection a 
gainst yellow" 

6100 PLOT 46,120*b(1)*36: DRPU Q 
UER l;3,0 

5110 FOR f =2 TO n: PLOT OVER 1; 4 . 
2*4*f,120*b( f) *36: NEXT f 
6115 IF n =52 THEN GO TO 6200 
5120 PRINT PT 20,0, INUERSE 2;**P 
ress m for more"'"n for new star 
t, s to stop" 

6130 INK 0: RETURN 

6200 LET n =1: LET b(13=y 

S ^10 PRINT PT 19,0; INUERSE 1, F 

»_PSH 2, GPPPH FULL "* FLPSH 0; "P 

• essing s continues run, but. r 

Sfat f iNK% ap ^G™ e " run ' s=s,op) " 

? 000 DfiTfl 0..5IN 00002001,BIN 000 
-?^ 1 Si SXN 00111110,BIN 01111100, 

, 01111100, BIN 10000000, BIN 11 

9010 FOR f =0 TO 7 
9015 REPD gr 
9020 POKE USR "m"♦f,g r 
NEXT f. RETURN “ 


9025 


SINCLAIR PROGRAMS May 1983 


37 



C ATCH the fleeing inhabitants of 
a blazing tower block and direct 
them towards the ambulance. 
Fire was written for the 16K ZX-81 by 
C Robson of Cowley, Middlesex. 


1 

FAST 


195 FOR C-l TO 4 

550 PRINT AT 10/10; "GAMEC i»P )0V 

2 

RAND 


290 PRINT AT l6,PX;"Ci*P 9e 2*9 

ER";AT 12,10;"SCORECisP Xi*P >"; 

10 

LET AS""0505060709121512100 

6 : 9r'isP>" 

SCORE 

9101215100*1011121314" 


210 LET BCO-BCO+I 

560 GOSUB 2040 

15 

LET FIRST-1 


220 LET K«*INKEY* 

570 GOTO 60 

20 

DIM A<20) 


225 LET PX-PX+Cl AND K*-'8 H AND 

600 PRINT AT 14.25;"C5*i*P>" 

30 

FOR C-l TO 20 


PX<19 >-C1 AND K*-"5" AND PX>6> 

620 LET SC0RE-SC0RE+1 

40 

LET RCO-VfiL A*<2*C-l TO 

2* 

238 IF SCO—1 THEN GOTO 400 

800 LET SCO—l 

O 



240 LET BY-AC BCO> 

810 LET OCO-0 

50 

NEXT C 


250~LET BX-SCO+BCO 

820 LET B<C>-0 

60 

DIM SC 4 ) 


260 PRINT AT BY/BXi"<l*>" 

1000 NEXT C 

65 

DIM 0< 4 ) 


270 PRINT AT OCC>,BX-1;“Ci»P>" 

1010 GOTO 195 

70 

DIM BC4> 


275 LET UCO-BY 

2000 LET FIRST-0 

80 

LET SCORE-0 


276 PRINT AT 16,PX;"CisP 9e 2*9 

2010 PRINT AT 4,10; "C 3*1*' isP ' Fi 

90 

LET DEAD-0 


6 : 9r ! i*P >" 

re-isP 3*1*>" 

100 

FOR C-l TO 4 


277 LET K*-INKEY* 

2020 PRINT AT 6/6;"use the cur*o 

110 

LET SCO—1 


27e LET PX-PX+C1 AND K*-"8" AND 

r key* S-*-8";AT 7,6; "to wove the 

112 

LET OC C >«0 


PX<19 >-C1 AND K*-“5“ AND PX>6> 

sheet ! i< ; 9e 2*96 9r■i>" 

115 

LET BCO-0 


280 IF BY-15 THEN GOTO 500 

2830 PRINT AT 9,6/"and 9et the P 

117 

NEXT C 


290 IF BCO-20 THEN GOTO 600 

2030 PRINT AT 9/6;"and 9et the P 

118 

LET S<1)-INT CRND*5+5> 


300 GOTO 1000 

eoPle";AT 10,6;"safely to the am 

120 

FOR C-0 TO 21 


400 IF RND<-.9-SCORE*.05 THEN G 

but*nee" 

130 

PRINT AT C/0/"C30*isP>“ 


OTO 1008 

2040 PRINT AT 14,6;"Presa ana ke 

140 

NEXT C 


410 LET SCO-INT CRND*5+5> 

y to start" 

150 

FOR C-5 TO 19 STEP 2 


420 LET B< C )»0 

2050 IF INKEY*-"" THEN GOTO 2050 

160 

PRINT AT C/1/" C96^ 96> 

“ / A 

430 PRINT AT 4,6;"help";AT 4/6; 

2060 IF INKEY*< >“" THEN GOTO 206 

T C+1,1;" <97- 97> " 


"< 4*1 *P >" 

0 

170 

NEXT C 


440 GOTO 1000 

2070 FOR 0-4 TO 14 

180 

PRINT AT 16/25;" <94> M 

;AT 

500 IF BX-PX+2 OR BX-PX+3 THEN 

2088 PRINT AT 0,6;"C24*isP>" 

17 / 25 / " <92^9e 97 AT 18/ 

25; 

GOTO 1000 

2090 NEXT 0 

M 

";AT 19/25;"<isP■i*'x*P 

• l* 

510 PRINT AT 15.BX;"ouch "j AT 15 

3000 RETURN 

y 




5000 CLEAR 

190 

LET PX-7 


520 LET DEAD-DEAD+1 

5810 SAVE "FIRe” 

191 

SLOW 


530 PRINT AT 1,DEAD; "C l*>" 

5020 RUN 

192 

IF FIRST-1 THEN GOSUB 200O 

540 IF DEAD<4 THEN GOTO 800 



SINCLAIR PROGRAMS February 1984 


41 















i 


i 


i 


D 1 FAST 
2 CL3 

5 DIN S<2> 

10 DIM ASK 8,10 > 

15 DIM fl<e> 

20 DIM D*<8, 10 > 

21 DIM M<2,8,8> 

25 DIM D<S > 

30 FOR N=1 TO 8 
40 FOR H~1 TO 5 

60 LET AS< N,2YH—INT <RND>.5>>= 
"< isP )" 

65 LET DS<N,2*H-<RND>.5>>="<is 

P >" 

70 NEXT H 

71 LET H-2+1NT <RND*18> 

72 LET A*<N>=AS<N,H TO >+R*<N, 
1 TO H-l> 

78 LET H=2+INT <RNO*10> 

74 LET D*< N >*D®< N, H TO >+D*<N, 
1 TO H-l> 

75 LET A<N)=INT < RND*3 > 

76 LET D<N>’INT <RND*3> 

8Q NEXT N 

80 SLOW 

100 FOR N~1 TO S 
HO PRINT AT 2*N,4j 
120 FOP M^l TO 8 
130 PRINT “< isP V+CHRS <128*<AS 
< N» M " ?+131 *<D*<M,N>« h " AND 

n*<N,M>-"< isP >" >>; 

140 NEXT M 

141 FOR D*0 TO rt<N> 

142 PRINT "< isP £P y'i 

143 NEXT D 

150 FOR D~1 TO D<N; 

151 PRINT AT 16+2*D,2*N+3;"<isP 
>" 

152 NEXT D 
160 NEXT N 

170 LET 3< 1 >*6 
180 LET S<2>=8 
200 FOR M-l TO 8 
210 FOR P^l TO 2 
220 LET X=1 
230 LET Y-1 

270 PRINT AT 2*Y-1,3+2tX;CHR* < 
23+128*<M< 1,X,Y><>M<2,X,Y>>> 

280 GOSUD 2500 
305 IF C—11 THEN GOTO 290 
307 PRINT AT 2tV-l,3+2*X;CHRS < 
307 PRINT AT 2SY-1#3+2*X;CHR* < 
28*< M< H X, Y >< >M< 2, X, Y > >+M< l.X, Y> 
+I*K2/X, Y )> 

310 LET Y*Y—< L > w &>+< 0^2 > 

320 IF Y<1 THEN LET Y-l 
330 IF Y>8 THEN LET Y-8 
340 LET X*X-K D*6 >-< D®4 ) 

350 IF X<1 THEN LET X-l 
360 IF X>8 THEN LET X=8 
370 GOTO 270 

390 IF D*< X/ Y )+A*< Y, X )“*'< 2*lsP ) 
" OR M< LX/YX>M< 2, X, Y ) THEN GOT 
0 280 

40O PRINT AT 2*Y-1»3+2*X;P 

405 LET M(P/X» Y )™P 

410 NEXT P 

42Q NEXT M 

500 LET X-0 

510 LET Y-0 

520 LET P-l-KP-l) 

530 PRINT AT 2*Y,3*2*X; 

540 GOSUB 2300 

565 PRINT AT 2*Y.3+2*Xi" " 

570 IF <<D»2 OR D-8> AND X> OR 
<<D»4 OR D“6 > AND Y> THEN GOTO 7 
00 

580 LET Y-Y+<D"2>*<Y<8>-<D«8>*< 
Y>Q> 

59Q LET X"X+< D*6 >*< X<8 )-< D*4 )*< 
X>0> 


A BOARD is displayed, compris¬ 
ing horizontal and venical 
strips, each with several holes 
in it. Each strip can be moved to three 
positions and the markings at the bot¬ 
tom and right-hand side indicate where 
they start. 

If a horizontal strip has a hole in the 
play area it is showrn as a gap in the line. 
If a vertical strip has a hole in the play 
area it is visible only when it coincides 
with a hole in the vertical strip, in 
which case it appears as a hole. 

The game begins with the two play¬ 
ers taking turns to set their numbers on 
the board. Player one moves the cursor 
with keys 2,Q,W and A and sets a 
number with Z. Player two moves the 
cursor with 0, 0,P and L and sets a 


number with. When each player has set 
eight numbers the cursor will move to a 
slightly higher position on the screen. 
Players must then take turns to choose a 
strip to move. The cursor then moves 
along the left and top of the board, so 
that a control key in line with the edge 
will move the cursor, and a control key 
in line with a strip will move that strip, 
line with a strip will move that strip. 

When the strips are moved so that a 
number stands on a hole it will fall 
through and vanish. The object of the 
game is to remove all your opponent’s 
numbers. 

Fall Through was written for the 
16K ZX-81 by R Entwistle a nd so n of 
Cheltenham. S' 


OW 1 - 

a:: ■::/-} 


m 


// m 




X' 


s'o 1 


mm 


T">* 


"W- 

' 7\T 


''at.. 





SINCLAIR PRCXiRAMS August 1983 


39 





1061 LET M<1,N,Y>=0 

1062 LET S<1>-S<1>-l 

1065 IF HOT M< 2, N, Y > THEN GOTO 1 
070 

1066 LET M<2,N,Y>=0 

1067 LET S< 2 >=S< 2 >-1 

107Q PRINT RT 2*Y-1,3+2*N;" " 
1088 NEXT N 

2000 IF S(lX-0 OR S< 2 X =0 THEN 
GOTO 202O 
2010 GOTO 50d 

2020 IF S< 1 ><=0 THEN PRINT RT 20 
,0;"PLAYER 1 HRS LOST" 

20-30 IF S< 2 ><=8 THEN PRINT RT 21 
/0;"PLAYER 2 HRS LOST" 

2040 PRINT RT 0,10;"PRESS N/L TO 


REPLAY" 

2050 INPUT K* 
j:060 RUN 

2500 LET K*-INKEY* 

2510 IF P=1 THEN LET 0»2*<KS="fl" 
>+4*< K*“"Cl" >+6*<KS-“U" >+8*< K*-"2 
" >+11*< K*-"2" > 

2520 IF P=2 THEN LET 0=2*<KS—L" 
«+4*< KS="0" >4■b*<K*="P ,, >+8*< KS="0 
" >4-11*< KS—“. " > 

2530 IF NOT D THEN GOTO 25O0 
2540 RETURN 
3000 CLEAR 

3010 SAVE "FAIL THROUGh" 

3020 RUN 


1 > 

970 LET A<Y>-R<Y>-1 
1000 FOR N-l TO 2 
1010 PRINT RT 2*Y,2*N+20;CHRS <1 
28*< N<-A<Y>>> 

1020 NEXT N 
1030 FOR N-l TO 8 
1040 PRINT RT 2*Y,3+2*N;CHRS <12 
8#<RS<Y,N>»" H >+13l*<DS<N,Y>=" '* 
AND A$< Y,N>-"< isP >•• >>; 

1050 IF DS< N, Y >—*' " OR RS<Y,N>«‘ 
" THEN GOTO 1080 
1068 IF NOT M<1,N.Y> THEN GOTO 1 
065 


A STRING of random characters is 
printed at the top of the screen 
and one of them also appears at 
the bottom. Using the keys “Q”—left, 
“E”—right, and “P”—fire, you must 
shoot the character from the string at 
the top. 

Your time to achieve that is limited 


and decreases after each shot. When the 
inverse “X” reaches the right of the 
screen your time has expired. The game 
ends when you miss for the third time. 

Alpha Attack was written for the 
16K Spectrum by Laurence Wood of 
Northampton. 


6O0 GOTO 
700 IF HOT X THEN GOTO 704 
781 IF <0-2 AND D< X>-2 > OR <0-8 
AND 0< X >«0) THEN GOTO 530 

704 Ih NOT Y THEN GOTO 710 

705 IF <0=4 AND R<Y>-0> OR <0-6 
AND A<Y>-2> THEN GOTO 530 

710 IF 002 THEN GOTO 750 
720 LET DS<X>=DS<X, 10>+D*<X, 1 T 
0 9> 

730 LET D< X >-D< X >+l 

749 GOTO 80O 

750 IF 008 THEN GOTO 900 

760 LET DS<X>-DS<X,2 TO >+0*<X, 

1 > . 

770 LET D<X>=D< X >-l 
800 FOR N=1 TO 2 
810 PRINT AT 2*N+16,2*X+3;CHRS 
<128*<N<-D<X>>> 

820 NEXT N 
830 FOR N=1 TO 8 
840 PRINT AT 2*N,3+2*X;CHRS <12 
8*<fl*<N,X>-" " >+l31*<DS<X,N>=" " 
AND RS<N,X>-"< isP >" >>; 

850 IF DS<X,N>-" " OR fl*<N,X>-“ 
" THEN GOTO 880 

059 IF NOT M<1,X,N> THEN GOTO 8 
65 

060 LET S< 1 >-S< 1 )-l 
861 LET M<l,X,N>-0 

865 IF NOT M< 2, X, N > THEN GOTO 8 
70 

866 LET M<2,X,N>-0 

867 LET S< 2 >-S< 2 >-l 

870 PRINT AT 2*N-1,3+2*X;" " 

080 NEXT N 
890 GOTO 2000 
900 IF 006 THEN GOTO 950 
920 LET fl*< Y>-RS<Y, 10)+fl*<Y, 1 T 
0 9) 

930 LET A< Y >-fl< Y >+l 

940 GOTO 1000 

950 IF 004 THEN GOTO 2000 

960 LET AS< Y >-BS< Y,2 TO >+RS<Y, 


9 PRINT RT 10/ 10; ”Rr»y key": p 
RUSE 0 

10 LET y=40 - LET j=2- LET n=0 
LET s=0 LET 1=15 
20 CLS 

30 BORDER 6 PAPER 7- INK 1 
40 CLS ' IF m=3 THEN GO TO 580 
50 FOR f«3 TO 25 
60 PRINT RT 3/f;CHRS <<RND*100 
>+27 > 

70 NEXT f 
75 LET y-y+2 
80 GO TO 180 
90 FOR t-y TO 100 
100 IF t>70 THEN PRINT RT 5,t-7 
0s "< aP ix > '* 

110 BEEP .009/fc-40 

120 PRINT RT 20.1;"<sP : i96 : it 9 

6 sP )" - 

~T$8 LET l-l+CINKEYS«"e">-<INKEY 

i » 0 >-< 1-28 > 

140 IF INKEY«="P" THEN BEEP .00 
5,10: BEEP .007,3- GO TO 220 
150 NEXT t 
160 BEEP 1,-50 


170 LET m-m+1’ GO TO 40 
180 LET aS-SCREEN* <3,INT <RND* 
20 >+ 3 > 

190 PRINT RT 0,22;"SCORE- ";s;R 
T 0,0;"Misses' ";ro 
200 PRINT RT INT <RND*10>+10,IN 
T <RND*30>;*S 
210 GO TO 90 

220 FOR z-19 TO 4 STEP -1« PRIN 
T RT z,l+2NEXT z 
230 IF SCREENS <3, !+2><>aS THEN 
BEEP .2,-30: BEEP .2,-60- LET m 
-ro+1 GO TO 40 
240 LET s-s+1 

250 BEEP .01,10- BEEP .01,20 
260 GO TO 40 

500 BEEP .7,-30: BEEP .7,-60- C 
LS 

510 PRINT RT 10,9; FLASH 1;" Th 
ird miss ! "; FLASH 8;AT 2, 11?"S 
core - ";s;AT 13,5;"Rny key to P 
lay a9air»" 

520 PAUSE 9 
538 GO TO 10 


m 


40 


SINCLAIR PROGRAMS August 1983 





T HE OBJECT is to collect as 
many honeypots as possible from 
the tree on the left of the screen. 
To get a honeypot you must jump over 
the rolling boulders, the hole and the 
wall. Once you are under the honeypot 
it will fall down to you. Move left with 
“5”, right with “8” and jump with 
“ 0 ”. 

Snuffles was written for the 16K 
ZX-81 by J Hallett of Helston, Corn¬ 
wall. 


6 LET Y”23 

7 LET F-C 

10 LET R$< 1 >•=■'•< 2*sP 1 4*9h • 2-tsP > 

ii 

11 LET -C*9h»sP V* 

12 LET fW3>*"<3*9h>" 

13 LET m<. 4 >*"< SP *- 6*9h * sp >" 

14 LET fi*<5 >»"< 2*sP■4*9h* 2*sP> 

15 LET R'*<6 "< 3*sP■98■95 *3*sP 

1 £ LET R$< 7 )=■“< 3*sP • 93 * 95 • 3*sP 
y« 

17 LET fl*<8>» ,, <3*sP * 98 * 95 *• 3*sP 

y 

18 LET A*< 3 >= "< 3*sP • 98 : 95 • 3*sP 

19 FOR N=1 TO 3 

20 PRINT R$<N> 

21 NEXT H 

22 PRINT RT 9,O; M <16*97 *sP•14* 
97 V 

23 LET X=8 

24 PRINT RT 4,4;"U" 

25 PRINT RT 8,F;" 0“ 

26 LET IINKEY* 

27 IF I*= M 5" THEN LET Y~Y-1 


30 IF I*="6" THEN LET Y«Y+1 

31 PRINT RT X, Y;" 8 

32 LET F=F+1 

33 PRINT RT 8,11;"<95>“ 

34 IF X=8 RND Y=19 OR Y»F THEN 
GOSUB 1000 

35 PRINT RT X-1,Y; M 

36 IF F>=25 THEN LET F=6 

37 IF Y=15 AND X»8 THEN GOSUB 
2900 

38 IF Y=5 THEN GOSUB 3000 

39 PRINT RT 8,25;" 

40 GOTO 23 

1000 PRINT RT 10,10;"SPLAT.SCORE 
= "; SC 
1020 STOP 

2000 PRINT RT X,Y;" ";RT X+ 

1,Y+1;"8";RT 10,10;"RRRGH.SCORE* 
"; SC 

2020 STOP 

3O00 PRINT RT 4,4; "<9h.V; RT 8,5; 
"U" 

3018 PAUSE 100 
3020 LET SC-SC+10 
3030 CLS 
3040 GOTO 5 


10 


SINCLAIR PROGRAMS August 1983 





M ONEY BAGS was written by 
R Smith of Scunthorpe, South 
Humberside. Race from your 
starting position to the “H”, jumping 
the barrels using “K” and jumping for 
the money bags to collect extra points. 
Use “M” to go straight ahead, and “Z” 
to go backwards. You score in pounds 
and gain an extra life on accumulating 
£1,500. 

Money Bags is for the 16K Spec¬ 
trum. 


1 PAPER 0: INK 4: BORDER 0-C 
LS 

2 GO SUB 120 

3 LET hi=3S00- LET h*="3PECTR 

UM" 

4 POKE 23658,0 : LET 1-3= LET 

LET t-0 

5 LET a.-1+INT <RND*28>- LET y 
-19* LET x-0 

6 CLS 

7 IF t>-100 THEN PRINT RT 2, 
31 ) “to¬ 
la PLOT 0,15- DRAW 255,0 

20 PLOT 0,87- DRRW 255,0 
30 PLOT 0,135= DRRW 255,0 
40 FOR n-U TO 19- PRINT RT n, 
*; INK 2;"c"' NEXT n 

50 FOR n-5 TO 10= PRINT RT n,< 
*x*+10>; INK 2; "c" ■ NEXT n 

55 PRINT INK 6;RT 3,<a/a+15>; 
"fab" 

60 GO SUB 250 
70 PRINT RT 3*31;"H" 

80 IF RND>.3 THEN GO SUB 200 
90 PRINT RT 0,0;“Money=*";t;" 
Lives.-"; l ‘ "Hx icore-* 1 ;hi; " By 
";h* 


100 PRINT RT 18,a-1;" M ;RT 19 
,aj" “;RT 9,<a/a+9>;" ";RT 10 
,<a/a+10>;" INK 2;RT 10, a; 

"' TRB a;"i:‘;RT 9, < a/a+10 >; *£?' TR 
B C*/a+10 • GO TO 60 
110 PRINT RT y,x+l;"b M = LET t-t 
+ 10O' BEEP .01,0 BE^P - .01,2- BE 
EP .01,4 GO TO 5 
120 FOR n-USR "a" TO USR ,, c ,, +7 
130 READ a- POKE n,a = NEXT n 
140 DATA 56,56,56,16,124,16,40, 

108.126.60.102.219.143.223.195.1 

26.129.255.129.123.129.255.129.1 
29 

150 RETURN 

200 LET b-y * FOR n=30 TO 1 STEP 
-1- PRINT RT b,n;" 0 "- GO SUB 
250 : NEXT n 
210 RETURN 

250 IF INKEY*-“k" THEN LET y=y 
-1* LET a*-"k"' PRINT RT y+l,x;" 

W 

251 IF SCREEN* <y ,x+2)= ,, 0" THEN 
LET 1=1-1- BEEP .5,50 

252 IF t-1500 THEN LET l«+l 

253 IF RTTR <y-l,x+l>-2 THEN L 
ET y-y-3’ GO TO 253 


254 IF RTTR <y,x+2>-6 THEN LET 
t-t+50 = BEEP .1,0 

255 IF SCREEN* <y-1,x+2>-"H" TH 
EN GO TO 110 

256 IF I< —0 THEN GO TO 300 
260 PRINT RT y,x;" a " ; RT y-l,x 

- 1 ;" ” — 

270 IF a*=“k" THEN LET x-x+1« 
LET y-y+1- LET a*-" " 

280 LET x-x+<INKEY*="m" AND x<2 
9>-< INKEY#="z" RND x>l > 

290 RETURN 

300 CLS = POKE 23658,8 
310 IF t>hi THEN LET hi-t' PRI 
NT RT 10,5; FLASH l;"YOU HAVE TH 
E HIGH ";RT 11,5; INVERSE 1 j"SC 0 
RE! PLEASE ENTER YOR NAME AFTER 
THE TONE."- PAUSE 100' BEEP 1,-1 
0- INPUT h* 

320 CLS - PRINT RT 6,6;"Your sc 
ore=£";t"TAB 8;"Hi9h score»£";h 
i''TRB 10;"By “; FLASH l;h* 

330 INPUT '"'"Another 90 CY/N> 
";b* = IF b*-"Y" THEN GO TO 4 
340 IF b*< >"N" THEN GO TO 330 
360 STOP 


12 


SINCLAIR PROGRAMS February 1984 




OL ARE involved m a desperate 
shoot-out with the Gangsters in 
a car park. Faces appear in the 
darkness and you must shoot them with 
key “ 0 ”. P J Irwin, of Bembridge, Isle 
of Wight, who wrote the game for the 
16K Spectrum, says that anything more 
than 70 is a good score. 


3 L-tr FN n*x,y <x-y 

> V2 

5 DEF FN u<. >*-C65536*P£hK 2367 
4+'2Sfi*REEK 236734-PEEK 23672 V5G 
7 DEF FH t< >-FH w<FN u< >/FN u 

i '• ) 

9 LEI hs*0 

1(1 PAPER 0- BORDER 0 INK 5’ C 
LS 

15 cu sub yeoo 

20 INPUT "Instructions 'ENTER 
' for y«>"j LINE »* IF CODE 
a*-t21 OR CODE 3.%-- 89 THEN CO SUB 

SO0 

30 RESTORE 200 DIM a<32>' FOR 
f’2 TO 30 STEP 2 READ Kf) NE 
XT f 

40 INPUT "'ENTER' Level <5-har 
d to 1-easylev IF lev<l OR l 
*v>5 THEN CO TO 40 

SO LET ui-0 LET x-4 LET sc^O* 
LET c“-l LET 9-15 
60 PAPER O BORDER 0 INK 5- C 
LS 

70 CIRCLE 23B.08/8• CIRCLE 238 
.80,1.5 

80 PLOT 250.113- DRAW -5,-5' D 
RAW -25,0- DRAW 0,-20 DRAW 6,0' 
DRAW 24,0,-3.3 

90 INK 6- PLOT 148,100- DRAW 3 
2.0,-0.0- DRAW -32,O,-0.8 DRAW 
0,-48- DRAW 32,0,0.8- DRAW 0,48 
100 PRINT AT 12/19/“ 01 l" 

110 INK 4 PLOT 0,119 DRAW 82. 
O' DRAW 0,-8- DRAW -32,0 DRAW O 
,-0 DRAW 32,0 DRAW 0,-8’ DRAW 
-32.0- DRAW 0,-0- DRAW 32,0- ORA 
W 0,24 

120 PLOT 8,119 DRAW 0,-8 DRAW 
0,0 DRAW 0,-8- DRAW - 8,0 DRAW 
0,-8 DRAW 8.0- DRAW 0,-8 
l30 PLOT 24,119- DRAW 0,-8 PLO 


T 24,103- DRAW 0,-8 
148 INK 2- PLOT 64,40 DRAW 48. 
0.-2.5 

150 POKE 23674.0- POKE 236/3,0- 
POKL 23672,0 

160 INK 3 PRINT AT 2.11; INK 7 
short rut'" 

170 FOP x-l TO 3 BEEP .05,58' 

PAUSE 5 NEXT x- __ - 

ISO PRINT AT 18,15; INK 2; 

190 PRINT AT 21,3; INK 5;”‘Score 
PRINT AT 21,21; INK. 5; M Hi9h 

. H 

208 LET 4—FN t<V IF 4>60 THEN 
.0 TO 900 

210 LET f-9-< INKEY*- ,, 5" AND 9>0 
>+<INKEYS-"S" AND 9<3l > 

228 IF f<>9 THEN PRINT AT 18,9; 

•• M 

280 IF f< >9 THEN PRINT AT 18,f; 
INK 2 j"JL“ LLT 9-c 
240 IF INKEYS--0- THEN CO SUB 7 
50 

250 IF sr>hs THEN LEI hs-sc■ LB 
T w-1 

260 PRINT AT 21.9; INK 5;sc PR 
INT AT 21,26; INK 5; FLASH w;hs 
500 LET c~i~* 1 IF c-23-lev*3 TH 
EN LET ( 0 PRINT AT a.<x>,x; PRP 
ER 0;“ " 

510 IF C-0 THEN LET x~INT <RNDt 
15 '*1 LET x-x*2 PRINT AT a<X>, 
x; “A” 

53T GO TO 200 

750 IF 9 X s x THEN BEEP .5,-20 R 
ETURN 

760 FOP C“7 TO O STEP -1* PRINT 
AT a< x >, x; INK c. "A" - BEEP .05, 
cTlNT CRND*?>M NE>Tr c 
770 PRINT AT a<x>,x; PAPER 0;“ 

M 

7G0 LET sc-sc 4-lev • RLTljRN 


800 INK 6- CLS PRINT "The ldc 
a of the 9aroe is to shoot"""The 
outlaws MV who aP p car"" “frorn 
heh 1 nd the wa 11 , car, rock “'' ” a rid 

oil aruM, by rnovinS uour 9un" 

805 PRINT '" 'B' usin9 the curse 
r keys 5 5 8"' ’"Fire usir.9 '0' • 


your score is 
our level" 


’dePende-nt on y 


BIO PRINT '"Note that it is not 
•lesessari ly" " "Possible to hit 
every twe"" "You have one rninu 
te""'" p,^oss 'ENTER' to star 
f 

820 LET a*-INKEYS IF CODE a*~l 
3 THEN RETURN 
830 CU TO 820 

900 FUR x-0 Tij 21 PRINT AT x,0 
OVER 1■ INK 7;"< 32¥isP >" BEEP 
.01, x*2 ' NEXT x 

910 PRINT AT 19,11, FLASH 1; PA 
PER 7; INK 4;"Cane over" 

920 PRINT AT 21,3; PAPE'R 7; "Sco 
re-“;sc 

930 PRINT AT 21,21. PAPER 7;"Hi 

9h ";he 

940 INPUT "Another 9o?<'ENTER' 
n for no)"; LINE a* IF CODE a*- 
UO UP CODE a*“73 THEN STOP 
350 FLASH 0- CO*TO 40 

20OO DATA 6,8,16,14,13,14,17.10, 

8,7,3,5.6,7,7 

9000 RESTORE 9020 FOP y-USP "a" 
TO OOP "b“ + 7 READ a* POKE x,a- 
NEXT x 
901O RETURN 

•‘020 DATA 238,16,146,16,32,56,13 
0, 124 

•-«' (30 DAI A 8,0,16, 16,56,56,254,25 


SINCLAIR PROGRAMS October 1983 


53 
















10 REM "E" 

15 LET S®PI-PI 
20 LET fl*VRL "12“ 

25 LET B=PI-PI 
30 LET OVRL "3" 

35 CLS 

48 LET T*S 

45 LET B=B+VRL "2“ 

60 IF B«VflL "16" THEN PRINT S; 
" HITS";X 

55 LET fl**"<2*sP-*9a*i w *9t*sP ; 9 
t • i w ! 9« : sP • 9y 5 i “ • 9t ? sp • 9t. • i u • 9y • 
sp f 9y * i ll *9t *2#sP >" 

60 LET B$*="<2.tsP-9t -i °'9y-SP 9 


y ! i " ! 9fc : sp ! 9t ! i " • 9y • sP 1 9y : i 11 * 9t : 
sp ; 9t*i" ! 9a r 2#sP>" \ 

65 PRINT RT VRL "16",R-VRL "2" 
; "<sP * 93 5 ii : 94 : sP >" 

70 PRINT RT 
75 LET T=T+SGN PI 


. i ti . 


u . 


T HE INVADERS descend slowly, 
speeding as you fire at them. 
Move left with “1”, right with 
“3”, and fire with “0”. How many 
aliens can you hit before you are annihi¬ 
lated? 

81 Invaders was written by Gary 
Shields for the IK ZX-81. 




mens 


00 IF T=VRL "50" THEN GOTO VRL 
"35" 

85 IF lNKEY$-"0" THEN GOTO VRL 
"115" 

90 LET G-RND*VRL "3 

95 LET R-R-K INKEY$-"3">-<INKEY 

=s"l" > 

100 PRINT RT BiCiB* 

105 LET C*C+<<G>-1.5> AND C<VRL 
"7">-< < G<1- 5 > RND C>SGN PI ) 

110 GOTO VRL "65" 

115 PRINT RT B,R;"+" 

120 IF R*<<fl-C>+SGN PIK>"0.">" 
THEN GOTO VRL "65" 

125 LET R$< R-C TO fl-02>«" 

130 LET B5KR-C TO R-C+ 

135 PRINT RT B/fl-SGN Pi;"TTY" 
140 LET S=S+SGN Pi- 
145 IF R$=" 

" THEN GOTO VRL "55" 

150 GOTO VRL "65" 


SINCLAIR PROGRAMS September 1983 





20 LET T-120 
50 PRINT RT 15,21J"fl" 

60 PRINT TAB 21j"<inverse sP ac 
*>" 

70 PRINT TAB 21; inverse sPac 

e > " 

80 PRINT TAB 20;"(9raPhic T,sP 

■ace,9raPhic Y>" 

85 PRINT "<inverse sPace,twent 
y two 9raPhic Gs>" 

100 FOR N=0 TO 19 

105 PRINT AT 19,N;"<inverse sPa 
ce >" 

110 LET A*INT <RND#10 > 

120 LET B«INT <RND*100> 

130 PRINT AT 21, Si R+B;" - ";B;" 

a 11 

140 PRINT AT 19,27;Tj" " 

150 LET A**INKEY* 

168 PRINT ,,,A*;"<inverse space 
V AND A**"" 

170 IF A*=»STR* A THEN NEXT N 
130 LET T-T-l 

190 IF N< >20 THEN GOTO 140+<T<0 
>#140 

200 FOR N*=l TO 50 
210 PRINT AT 18,21;" " 

220 PRINT AT 13,21;"V" 

230 NEXT N 
240 POKE 16418,5 
250 FOR N»1 TO 19 
260 SCROLL 
270 NEXT N 


T AKE OFF for the IK ZX-81, 
which was sent by C Robinson of 
Slough, Berkshire challenges 
your mathematical speed and accuracy. 
A rocket is on the launch pad and time 
is ticking away. Fuel must be delivered 
to the rocket along the underground 
pipeline by answering 20 questions cor¬ 
rectly before the time reaches zero. 

If your skill at subtraction is good 
enough for the test the rocket will blast 
into outer space; if not, it will be left 
stranded. Lower-case letters in brackets 
indicate graphics instructions. 



SINCLAIR PROGRAMS May 1983 


27 





milD’ yyx.uuiilltliilil 






10 PRINT AT 10,12;"REBOUND"= B 
EfcT -5,20- BEEP .4,15- PAUSE 150 

• PRINT RT 10,9;"by PHIL WILLCOX 
" BEEP .05,6 BEEP .95,4- BEEP 

.05,2' BEEP .05,0- BEEP .05,4- P 
RUSE 180 

15 RANDOMIZE 

20 PRINT RT 19,9;“INSTRUCTIONS 
? BEEP .1,20- BEEP .1,10 

• PAUSE O 

30 IF INKEY**"y" THEN GO SUB e 
50O 

50 LET hs-0 

60 RESTORE 9000- GO SUB 9000 
70 PAPER O BORDER 5- INK 5- C 
LS 

80 FOR f-0 TO 31- PRINT RT 0,f 
; "< iaP )" • NEXT f 

90 FOR f*0 TO 31 STEP 31 FOR 
9-1 TO 20 PRINT RT 9, f;"<isP>"- 
NEXT 9 NEXT f 
100 LET k-0 


390 IF O-20 THEN LET a*-"D 
ET co*6 “ 

4O0 LET 9-5 

410 PRINT ; PRPER 0;RT 21,1 


100 PRINT RT f,9;"<xsP>" 

190 NEXT 9 
200 LET k-k+1 
210 NEXT f 

220 PRINT RT 12,15;“< 2*i£P >";RT 
13, 14; "<4*l£P >■• :RT 14, 13; “<6tis 
>" >RT 15,12;'*<8txsP >" 

230 FOR f-16 TO 20 FOR 9-11 TO 
20 PRINT RT t',9; "< isP >" - NEXT 
• NEXT ♦' 

240 LET k-10* LET P-21 
250 FOR t'-l TO 10 


420 PRPER 0* INK 7 PRINT RT 21 


430 PRINT INK co;R1 v,h;j.* 

440 IF INKEY*="b" THEN GO SUB 7 
90O- IF 9*30—h THEN GO TO 7100 
450 LET 9*9*K INKEY*-"0" AND 9<9 
>-<INKEYS*"5" AND 9>0> 

460 LET vy-INT <RND*60-c>+1 
470 IF vy<2 THEN PRINT RT v,h;" 
"> LET v—v—1 

480 IF v-12 THEN GO TO 7500 
500 IF RND<.15 RND h<30 THEN PR 

INT RT v,h;. LET h*h+l- GO TO 

410 

510 IP RND<.3 PND h>21 THEN PRI 
NT RT v,h;" "* LET h-h-1 
520 GO TO 419 


260 PRINT RT f ,ki "< lj. >" JRT f.P 
< ib>“ 

270 LET k*k-l’ LET P-P + l 
280 NEXT f 

290 LET k-14- LET P*!7 
30O FOR f«12 TO 15 
310 PRINT RT f, k ; "fi"; RT 
320 LET k*k-T• LEf"T-P+l 
330 NEXT f 

340 LET s*0- LET miss*0* LET c 


350 IF s>hs THEN LET hs-2 
360 PRPER 5- INK O' PRINT RT 0, 
0:"SCORE M ;t,“HI SCORE ";hs;RT 1 
7,12;"ESCAPED ";RT 19,l5;miss 
370 LET h-INT <21*9tRND> LET v 
*21 

3S0 IF c<20 THEN LET - LE 

T co-2 — 


7100 FOR 4-1 TO 3- PRINT RT v,h 
FLRSH 1; BRIGHT 1; INK ! 

EEP .001,50- BEEP .001,40- BEEP 
.001,20’ BEEP .002,1- NEXT 4 
7110 PRINT RT v,h;" " 

7115 LET s-5+5+c*2• LET c-c+! 
7129 GO TO 350 

7500 PRINT FLRSH 1; BRIGHT 1;RT 


120 PRINT RT C,9;"<isP >" 

130 NEXT 9 
140 LET k-k + l 
150 NEXT f 
160 LET k*0 

170 FOR f-1 TO 9- FOR 9-22+k TO 
30 


30 


SINCLAIR PROGRAMS October 1983 











v,h;"*"• BEEP .05,-2- BEEP .05,- 
12- BEEP .02,-40 PRINT AT v,hj“ 
"• LET miss”miss+l • 

?505 IF mi&s»5 THEN GO TO 76Q0 
7510 GO TO 350 

7600 CLS • PRINT AT JO,13;"GURRY 
1 ";RT 12,10;"YOU LET TOO";RT 14, 
10;"MANY ESCAPE"' PAUSE 50‘ PRIN 
T AT 5,1;"You scored ";s- FOP f- 
30 TO -30- BEEP . 0025, *' • NEXT f- 
PRINT AT 20.3;"Press ? kev for 
o.rtofh:r go" 

. 7610 PAUSE 0 
7620 GO TO 60 

7900 BEEP .01,1- BEEP .01,15 BE 
EP .01,35 

£000 BEEP .01,1* BEEP .01,15- BE 
EP .01,35 

3010 PLOT 9*8+12,9 - DRAW 0,75+9* 
8- BEEP .01,30- PLOT OVER 1;9*8+ 
12,9- DRAW OVER 1;0,75+9*8 BEEP 
.015,35 

8O20 PLOT 9*8+12,9+<75+9*8V DRA 
W 232-9*16,0- PLOT OVER 1;9*8+12 
,9+<75+9*8>• DRAW OVER 1;232-9*1 

6,0 

8030 PLOT <9*0+12>+<232-9*16>, 3+ 
<75+9*8>• DRAW 9,-<75+9*8>• 8EEP 
.0075,20- PLOT OVER 1J<9*8+12>+ 
<232-9*16>,9+<75+9*8DRAW OVER 
1>0,-<75+9*0> 

8040 RETURN 


8590 CLS - PRINT TAB £;-INSTRUCT 
IONS"'' "Shoot- the s as they 

try to escaPe" *' "Move your coam 
ic cannon with the ~5~ and ~8~ k 
eys, and Press ~b~to "The 

y become Pro9ressively harderto 
hit - but score more Points as 
they do" 

0510 PRINT ""The 9ame ends if v 
ou. let five escape <they dlsa.P 

pear into hyPersPace at a ce 

rtain altitude -Pres 

s a key to Play" 

8520 PAUSE 0 

8530 CLS - RETURN 

6398 RETURN 

9000 FOR f*144 TO 143 

9010 FOR n-0 TO 7- READ 2 

9020 POKE USR CHRS f+n,r NEXT n 

• NEXT f 

9930 DATA 1,3,7,15,31,63,127,255 

9031 DATA 128,192,224,240,248,25 
2,254,255 

9032 DATA 24,24,69,69,60,126,126 
, 126 

9033 DATA 60,126,219,219,126,69, 

66.129 

9034 DATA 129,102,126,60,60.126, 

102.129 

9040 RETURN 


S HOOT THE missiles as they try 
to escape their planet’s atmo¬ 
sphere on the right of the screen. 
If five escape into hyperspace they will 
destroy your home planet and the game 
will end. Your cosmic cannon is situat¬ 
ed on the left of the screen. It moves left 
with “5”, right with “8”, and fires with 
“B”. Its shots travel upwards, hit the 
top of the play area and ricochet down 
on the right. Skill is needed to aim them 
correctly. 

Rebound was written for the 16K 
Spectrum by P J Willcox of Ely, Cardiff 
and is this month's program of the 
month. Willcox works in a local hospi¬ 
tal and bought his Spectrum primarily 
for his children to use. He found the 
games which could be played on it 
captivating and began to write his own. 

In the future he would like to write a 
program which would provide complete 
horoscopes. After that his plans are 
more optimistic. He would like to learn 
machine code and write a program 
which would make his fortune. 


SINCLAIR PROGRAMS October 1983 


31 








Y OU PLAY the part of an enthusi¬ 
astic gardener, determined to 
make all your roses bloom in the 
time allowed. To do so you have sought 


fertiliser and found a supplier in the 
form of a carthorse. Move yourself with 
the usual cursor keys to pick up the evil¬ 
smelling green lumps with a shovel and 


place them at the foot of your rose 
stalks. Good for the Roses was written 
for the 16K Spectrum by P Greenwood 
of Torrisholme, Morecambe. 


10 GO SUB 9000 
20 GO SUB 6000 
00 GO SUB 7000 
40 GO SUB 6000 
50 LET t-t-1 

60 PRINT INK 3; AT l,6;t;" “ 

70 IF t-0 THEN GO TO 4000 
80 GO TO 38 

4080 INPUT "PRESS ENTER TO PLRY 
AGAIN" ; W® 

4810 GO TO 20 

5800 PRINT FLASH 1;AT 21,10;" WE 
LL DONE " 

5100 GO TO 4000 

5500 PRINT AT hy-l,hhx;" ";AT 
hy,hhx ; H _AB_";AT hy+l,hhx;" CD 
INK 2; FLASH 1; OVER 1;AT It 7+ 
l,hhx+l;-NO- 

5510 FOR TO -30 STEP -1 
5520 8EEP .05,4 
5530 NEXT 4 

5540 GO TO 4000 

6000 LET xl-x-KINKEY*-"8" AND x< 
30 )-<INKEY**"5" AND x>0> 

6010 LET yl«y+< INKEY§-"£" AND y< 
19>-<INKEY*-"7" AND y>3> 

6020 IF y-yl AND x-xl THEN RETUR 
N 


6930 PRINT AT y,x;" ";AT y+l,x;" 

M 

6040 IF ATTR <yl,xl»5€ OR ATTR 
<yl + l,xl»56 THEN LET *1-*. LET 

xl*x 

6059 IF ATTR <y 1*1.xl + 1»12? THE 
N LET s=i GO TO 6080 
6960 IF ATTR <yl + l,xl + 1 >>56 THEN 
LET *1-*' LET xl«x 
6090 PRINT INK 1;AT yl,xl;"E";AT 
vl+lsxli W FG" 

6090 IF s=l THEN PRINT INK 4; OV 
ER is FLASH 1;AT y 1 + 1,xl + l; B H" 
6100 IF ATTR <*l,xl+2><>58 AND s 
«1 AND y1*19 AND xl>0 THEN PRINT 
INK 2;AT l9,xl+2 i‘\T LET s-0 
LET r-r+1 

6110 PRINT INK 3;AT l,29;r 
6120 IF r-10 THEN GO TO 5800 
6130 LET y-xl- LET y-yl 
t 149 RETURN 
7O00 LET hx-hx+1 

7019 IF hx=30 THEN LET hx-32 

7020 IF hx*62 THEN LET hx-64 
7‘J30 IF hx-94 THEN LET hx=0 
7040 IF hx<31 THEN LET hy-3^ LET 

hhx-hx 

7050 IF hx>31 AND hx<63 THEN LET 
hy=10* LET hhx-hx-32 


7069 IF hx>63 THEN LET hy-l?‘ LE 
T hhx-hx-64 

7070 IF hx-32 THEN PRINT AT 3,30 

i " ";AT 4,30;" " 

7060 IF hx-64 THEN PRINT AT 10,3 
0;" ";AT 11,30;" " 


7098 IF hx-0 THEN PRINT AT 17,30 
";AT 18,30;" " 

7100 IF ATTR (. hy, hhx+1 )»57 OR AT 
TR < hy +1,hhx*1>»57 THEN GO TO 55 
00 

7105 IF ATTR <hy,hhx+2>5? OR AT 
TR < hy +1,hhx+2 >*57 THEN GO TO 55 
00 

7110 PRINT AT hy , hhx; " RB_" ; AT hy 
+1,hhx;" CD- 

7115 IF hK7«Q THEN GO TO 7130 
7120 IF RNO>0.98 THEN GO SUB 750 
0 

7130 RETURN 

7500 PRINT INK 4; FLASH 1;AT hy+ 
1,hhx;"H" 

7510 FOR 4-1 TO 20 

7520 BEEP .01,-20 BEEP .01,-10 

7530 NEXT 4 • 

7540 RETURN 
600O BORDER 5 CLS 


SINCLAIR PROGRAMS September 1983 





\ 



e&05 LET t-500 

e010 PRINT PAPER 2; INK 7; AT 0,1 
0i" HORSE-MUCK " 

0020 PRINT INK 3;AT 1,1;"TIME-"; 
tiflT 1,23;"ROSES-0" 

0030 PRINT INK 2;AT 6,3; "L< >M 
UitP W'iAT 6,12; "L< i%? "5 

,20i i*P IHJ,/ i»P M u 1*P >M" 
0040 PRINT INK 6;AT 7,3; "K<~i*P >K 
K< 1 *P >J<" ; AT 7, 12; "J« 1»P >K1';AT 7 
,20; "K< i SP >KJt< 1*P >£_ K< i»P >K" 
8059 PRINT INK 6; AT 0, 3i "< i»P ){$( 
i»P> (l*P)K(l*P)"iAT 8,12;"<l»P> 
K< laP )" i AT 8,20;"< i»P )J« l»P > (I* 
P )K< 1»P ) < IsP >KC 1*P V 
9060 PRINT INK 2iAT 13,l;"L<i*P> 
M L(itP )M"iflT 13,13;"L<l»P>M Lt 1 
*P7M" i AT - 13,25; "L< l*P“5h" 


8070 PRINT INK 6;AT 14,i;"K<l*P> 
K K< 1»P )K"; AT 14,13; "K< i*P 5K K< l 
* )K" j AT 14,25; "K< isP >K" 

8080 PRINT INK 6;AT 15, 1; isP >K 
<1*P> < i»P )K< i*P >";AT 15,13; "< lft 
P )K< 1»P > < IsP >K< t»P >";AT 15,25;'* 
< i*P >K< i»P >" 

8030 FOR 4-3 TO 30 STEP 3 

8091 PRINT INK 4;AT 20,4;"I" 

8092 NEXT 4 

9100 PRINT AT 3,1; *'AB"; AT 4,1;'*C 


9110 DATA 0,0,0,0,127,255,255,25 


9180 DATA 0,0,0,0,24,60,0,0 
9130 DATA 8,8,8,0,0,0,8,8 
9200 DATA 0,0,60,126,126,255,189 
,28 

9210 DATA 255,195,195,193,195,19 
5,195,195 

9220 DATA 0,3,7,15,31,63,127,255 


8110 PRINT INK 11AT 19,0;"E'*;AT 
20,0;"FG" — 

8120 LET x—0 1 LET a-19- LET hx-0 

• LET h*«3 

8130 LET r-0 

8140 LET *-0 

8200 RETURN 

9000 FOR A-USR TO USR •*o"*7 
9810 READ b* POKE *,b 
9020 NEXT a 
9030 RETURN 


9120 DATA 8,28,58,127,243,224,22 
4,224 

9130 DATA 127,192,160,160,144,14 
4,72,0 

9140 DATA 224,32,80,72,136,132,6 

8,0 

9150 DATA 0.56,56,16,48,88,140,8 


9230 DATA 0,192,224,240,240,252 
254,255 

9240 DATA 0,0,0,0,0,3,103,255 
9250 DATA 0,0,0,0,0,98,187,255 


9160 DATA 88,20,18,41,72,132,132 
, 198 

9170 DATA 0,0,0,0,128,64,60,0 



1 

2 

130 

5 

10 

DRAW 

0 

20 

,50' 

30 

40 

50 

60 

70 

-c +1 

80 

90 

100 


LET d a &0• LET e-20 

LET a-80’ LET b-100 LET e- 

FOR z~0 TO 40 

CLS t PLOT x.i DRAW 50,0' 

0,50' DRAW -50,0- DRAW 0. 5 

PLOT b,b 1 DRAW 50,0 DRAW 0 
DRAW -50,0' DRAW 0,-50 
PLOT d,d DRAW b-a.b-a 
PLOT 130,d- DRAW e.b-a 
PLOT d,130 : DRAW b-a,e 
PLOT 130.130- DRAW e,e 
LET b-b-1 LET e-e-1- LET c 

PAUSE 10 
NEXT x 

LET d-88 LET e-20 


102 LET a^30: LET b*-60' LET c-9 

i 

105 FOR z*0 TO 40 


110 

DRAW 

0 

128 
,50- 
130 
140 
150 
160 
170 
-c— 1 

189 

190 


CLS * PLOT a,a DRAW 50,8 
0,50- DRAW -50,G DRAW 0,-5 

PLOT b.b DRAW 50.0- DRAW 0 
DRAW -50,8- DRAW 0,-50 
PLOT d,d- DRAW b-a,b-a 
PLOT 130,d DRAW -o,b-a 
PLOT d,130• DRAW b-a,-e 
PLOT 130,130- DRAW -e,-e 
LET b«b*l- LET <?*e-l* LET c 

PAUSE 10 
NEXT z 


T HE GRAPHICS on a I6K Spec¬ 
trum are limited but they can be 
used for far more than variations 
on a space invader. Ashley Munson of 
Watton-at-Stone, Hertfordshire has 
written 3D Cube which draws a cube 
on the screen and rotates it. 

This creation of large three-dimen¬ 
sional characters seems to be an area 
neglected by Spectrum programmers. 
We would like to see programs generat¬ 
ing or utilising this form of graphics. 


10 


SINCLAIR PROGRAMS September 1983 




ANALYSIS 


OTHER 

AMAZING FEATURES 

* Landing and lake ofl 
from 4 runways plus 
steering on the ground 

* Fully Aerobatic 
Performance 

» Airfield attack By the 
enemy 

* Cross winds. 
Turbulence and 
landing in tog. 

* 4 Pilot ratings, 0 
Beacons, ground 
features and map 

* Artificial horizon, 
radar and flight 
computer. 

* ILS. Flaps. U/C and 
system failures 

* 100 % machine code 
with complete 
instructions and pilot 
notes. 


inc. VAT & p. & p. 
Joystick Compatible 
(Kempston, AGF, Sinclair 
Interface 2, Protek etc.)' 


"Definitely the best 
simulation for the 
Spectrum..." 

- Crash Micro 


ONLY THE BEST BECOME A 


48K SPECTRU 

BY D.K. MARSHALL 


A SPECTACULAR FLIGHT SIMULATION OF THE 
WORLD'S MOST EXCITING JET FIGHTER WITH 
STUNNING 3D COCKPIT VIEW AND THE ^ 
MOST REALISTIC 3D AIR-TO-AIR / 
COMBAT EVER SEEN ON THE 
SPECTRUM! ^ 

The SUPREME SIMULA 

it leaves the rest at the / 

runway 
hreshold! 


FOOTBALL 

£7.95 

48K Spectrum 

League Analysis - 
Easy to use Pools 
Prediction 
With 9 methods of 
team performance 
analysis - let your 
Spoctrum guide you lo 
your pools selection 


NIGHT GUNNER 
£6.95 

48K Spectrum 

Joystick Compatible » 
The air battle where 
only aces survive - 
with enemy fighters 
attacking from all 
directions, guns 
blazing, explosive 3D 
ground attack sorties - 
and there's still the 
flight home. 


DIGITAL 

INTEGRATION 


Watchmoor Trade Centre. 
Watchmoor Road, 
Camberley. Surrey GUI5 3AJ 

Selected products available from: 

Boots Wooiworlhs. H M V Menz.es 
Greens. Lasky s. Currys. Rumbelows 
Dealers Video Palace Zappo and all good 
shops 


Please send me the 
following games tor the 
Fighter Pilot 48K 
Night Gunner 48K 
Football 48K 
Taxi (Any Spectrum) 

VAT and p & p inclusive within UK 

(Overseas me. 55p per cassette) 


TAXI 
£5.50 

Any Spectrum 

Become a Taxi Driver 
and test your skills - WIZARDS OF 

COMPUTER GAMES 
SOFTWARE 


but beware the 
Reckless Drivers' 

Fun lor all Uie family 


Spectrum 

□ £7.95 

□ £6.95 

□ £7.95 Trade and 

□ £5.50 Export 
enquiries 
welcome. 


Lifetime Guarantee Cheques payable to Digital Integration 

I enclose a cheque/P.O. for-Total. 

Name_ 


Address. 


Spectrum 


Please send to Digital Integration. Dept SP6 

Watchmoor Trade Centre. Watchmoor Road. Camberley. Surrey GUI5 3AJ 
























F OR THOSE studying the rudi¬ 
ments of musical theory, Paul 
Wakefield of Woodbridge, Suf¬ 
folk has written a 16K ZX-81 program, 
Take Note. A musical stave is printed 
on the screen and you must name each 
note as it appears. Notes are preceded 
by either the treble or the bass clef. 


500 

370 PRINT AT 3 , M ; PS 
J80 NEXT M 

399 GOTO 558 

400 LET Nl=N+r 

410 IF CODE fl*-33<>Nl+P THEN GO 
TO 500 

420 PRINT AT 8,M;AS 
430 NEXT M 
440 GOTO 550 

5O0 PRINT AT 1,1;"NOT QUITE RIG 
HT. TRY AGAIN. 

510 GOTO 340 
550 CLS 

555 PRINT AT 1,1;"WELL DONE ";N 


640 PRINT AT 15,2;"C*3’9lV 
650 PRINT AT 16,2; *'<94 >" 

660 PRINT AT 17,1;"<98>" 

670 PRINT AT 18,1;"<9u>“ 

688 LET P-2 
698 RETURN 
700 PRINT AT 

710 PRINT AT 9,3;"< 95•99 )" 

720 PRINT AT 10,3; "< 9w ’ 90" 

730 PRINT AT 11,3;"<2*95>" 

740 PRINT AT 12,3; *'< lftP >" 

750 PRINT AT 13,2;"<93 95>" 

760 PRINT AT 14,2; "< 2*9w >" 

770 PRINT AT 15,1;"<9t* 90 9*’9* 


3 PRINT "WHAT IS YOUR NAME?" 

4 INPUT N* 

5 CLS 
10 FAST 

15 FOR Y-10 TO 18 STEP 2 
20 FOR X=1 TO 30 
30 PRINT AT Y, X; "< 96 >" 

40 NEXT X 

59 NEXT Y 

60 LET CLEF-INT <RND*2+1> 

70 IF CLEFOl THEN GOSUB 6O0 
eG IF CLEF-1 THEN GOSUB 700 
100 SLOW 

'380 FOR M=7 TO 30 STEP 3 
305 LET N-INT <RND*11+1> 

310 PRINT AT 20-N,M;"<isP>" 

320 PRINT AT 21-N,M;"<isP >" 

330 PRINT AT 1,1;"WHAT NOTE IS 
THIS, ";N*;"7" 

340 INPUT A* 

350 IF N+P<5 THEN GOTO 400 

351 IF N>9 AND P-2 THEN GOTO 36 


780 PRItyT AT 16,1; 
790 PRINT AT 17,1; 


<3*9u-<94 >" 

< 95'9u'95'98 


560 PRINT "WOULD YOU LIKE SOME 
MORE?" 

561 INPUT 2* 

565 IF CODE 2*062 THEN GOTO 90 


608 PRINT AT 18,1>"<9*-96'9w'9t 


810 PRINT AT 19,3;"< 95 )" 

820 PRINT AT 20,1;"<93•91 95>" 
830 PRINT AT 21,1;"<92•96■91>" 
940 LET P*0 
850 RETURN 
990 CLS 

910 PRINT AT 10,1;"GOODBYE ";N* 
930 STOP 


566 CLS 

570 GOTO 10 

€00 PRINT AT 11,1 

94 >" 

610 PRINT AT 12,1 
620 PRINT AT 13,1 
94)" 

630 PRINT AT 14,3 


360 IF CODE A*-33<>N+P THEN GOT 
0 500 

361 GOTO 370 

365 IF CODE AS-28<>N THEN GOTO 


52 


SINCLAIR PROGRAMS September 1983 








IF t< 


FUR e"10 TO 


1 REM '’drop" 

2 GU SUB 5000 

3 LET P*=" U » 

4 LET sc—0' LET r>-2- LET 1=3 
LET x=3' LET cs=l20 

5 LET t-INT <RND*31> 

6 IF t>27 THEN GO TO 2' IF t< 
2 THEN GO TO 2 

7 LET 9*-"<36*xsP >" 

8 LET rr.g=" R " 

9 LET a*-'’ PT " 

10 INPUT "wfilF speed? 

11 PRINT PT 13,0; INK 4;:S 

12 IF £>10 THEN GO TO 10 

20 PRINT AT 21,3;"Press arw ke 
v to start" 

40 PRUSE 0 

41 PRUSE 20- CLS • FOR e«l0 TO 
1 STEP -1 

42 LET t*INT <RND*30> 

43 CLS - PRINT RT 0,0;"SCORE*" 

;sc ; " LIVES*"; l; " DROPS 1 ®";<? 

45 LET 3-r, LET b-0 

47 PR INI RT 10, t; INK 0; ,; XXX" 

43 REM **PLANE** 

50 PRINT RT 3,b;j$ PRUSE s 

51 PRINT RT 10,0; INK 4;9S 

60 LET b-b+1• IF h>30 THEN PRI 
NT RT 13,7; "out. of time"* PAUSE 
40 CLS ’ PRINT RT 13,0; INK 4;9 
* PRINT RT 13,t; INK 0;"XXX"• G 
0 TO 3O0O 

70 IF INKEY*-"Q" THEN GO TO 10 

00 

00 GO TO 50 
999 REM fctFALL T t 
l')00 1 f;T r-j LEI d-h 
’ 002 PR INI RT 13, t . INK 0;‘'XXX" 

10! 0 PR l N1 R1 . d • f.* RT c-1, d+1; 

•t at 

1013 IF iNKEY*-THEN GO To 1G 

S3 

i 1015 PRUSE '4 

1020 LET c~c+1 IF cMC THEN GO 
'TO 3O0O 
1030 GO TO 1010 

1039 IF 017 THEN GO TO 1002 

1040 LET z*C 

1041 PRINT RT c,op*;TRB d;m*;AT 
c-1, d+1;" "• FOP f-1 TO 50‘ NEX 

T f 

1042 PRINT RT c,d+l;" " 

1043 LET c-c+l 

1045 IF c-17 RND d-t THEN GO TO 

200*3 

1046 IF c>17 THEN GO TO 30OO 
1O50 LET d~d+(INKEY*-"0")-<INKEY 
*="5">- IF d>30 THEN LET d“d-l 
1060 IF d<0 THEN LET d«d+l 

1O70 GO TO 1041 

^OO0 PRINT RT 1 ?,t;fn*' BEEP .05, 
10 

2010 LET sc-sc+z 
2015 PRUSE 50 
2O20 NEXT o 

2933 IF l*i RND sc>*cs THEN LET 
1*1+1• GO TO 420O 
2939 REM **LIVES** 

3000 LET 1-1-1 

3001 IF I-Q THEN GO TO 4000 

3002 BEEP .5,-10 
3010 NEXT e 

4000 PRINT RT 19,0; INK 4;9* PR 
INT RT 0,0;"SCORE"";sc;" LIVES- 
";1+1;RT 0,19;" DROPS*";e+1 PRI 
NT RT 15,10;"GAME OVER" 

4001 FOR 9-5 TO -5 STEP -l• BEEP 
.05.9 NEXT 9* STOP 

42!JO LET r.-n+2- FOR z~! TO 20* B 

EEP .0). r + > BLfcP .01,2-1* NEXT 

?■ IF jlM 3 THEN PRINT RT 10,0; "y 

on'vc succesfullv finished vour 

riution" - STOP 

4201 LET i-i+1 LET cs~cs 

4205 LET c—10- GO TO 20 

5000 FOR f~0 TO 7 READ 3 POKE 
USR " P"+f,3 NEXT f 

5001 FOR n-0 TO 7 READ b- POKE 
USR "t"+n,b NEXT n 

5002 FOR 9-0 TO 7■ READ c POKE 



USR "r"+9,C NEXT 9 
5003 FOP h-0 TO 7 READ d- POKE 
USR ”o"+h,d• NEXT h 
5016 DRTR BIN 0,BIN llO0OO00,BIN 
11000111,BIN 111 11100,BIN 11111 
110,BIN 11111101,BIN 00O001U,BI 
N O 

5020 DATA BIN 0,BIN 0,BIN 111000 
00, BIN 0OUllll,eiN O1011 111, BIN 
1OO11110,BIN 11100000,BIN 0 

5030 DATA BIN OO011100,BIN 01011 

lOl,BIN 01001001.BIN 00111110,81 

N 000G1000,BIN 0OO10100,eiN O01O 

0010,BIN 00100010 

5040 DATA BIN 00111110,BIN 00111 

110,BIN 01111111,BIN llllllli,BI 

N 01000010.BIN 0100O010,BIN 0100 

0010,BIN 0O10O1O0 

5G50 PAPER 5 : CLS 

5060 RETURN 


Mi 

n)ui 


Tl 

e f 


ll n l 

y 

ii 

E 1 




A S THE aircraft flies across the 
screen, jump by pressing 0. 
“ Pressing 9 opens your parachute, 
allowing you to steer with keys 5 and 8. 
Your aim is to land on the randomly- 
placed landing pad each time and the 
later you open your parachute the more 
points you gain. 


After you have dropped 10 times, if 
your score is more than 120 and you 
still have five lives remaining the game 
will continue with the aircraft flying 
slightly lower. 

Parachute Drop was written for the 
Spectrum by Andrew Burton of Work¬ 
sop, Notts. 


SINCLAIR PROGRAMS October 1983 


27 









5 REM ***3D*eY*TIM*CL0SS 
10 PLOT 127,0- DRAW 0,17b PLO 
T 0,87* DRAW 255,0 

20 DIM L< 127>• DIM H'127> 

30 LET R-43 
35 LET D— 1 
40 FOR T-l TO 2 
50 FOR G-l TO 127 
60 IF INKEY*="9" THEN PLOT G+D 
,fl- GO TO 100 

70 IF INKEY*="Q" THEN LET A-R+ 
1- PLOT G+D,R- GO TO 1O0 

75 IF INKEY*-"5" THEN LET A-A- 
1 ! PLOT G+D, A • GO TCI 100 
60 IF INKEY*-'*7'' THEN LET A-A+ 
.5* PLOT G+D,fl* GO TO 100 
30 IF INKEY*-"6" THEN LET A-A- 
.5- PLOT G+D,fl' GO TO 100 
91 IF INKEY*—"1 “ THEN GO TO 10 

00 

95 GO TO 60 

100 IF T-l THEN LET LCG)-fl« GO 
TO 115 

110 LET H< G >-fl 
115 NEXT G 

130 LET A-131* LET D-127- NEXT 
T 

140 OVER 1' PLOT 127,0- DRAW 0, 
175- PLOT 0,87- DRAW 255,0' OVER 
& 

145 INPUT "<i> SOUTH TO NORTH o 

r <2> WEST TO ERST ?" 

; 0 

146 IF 0-1 THEN INPUT "RADIANS 
?'*jD' GO TO 150 


147 IF 0-2 THEN GO TO 200 

148 GO TO 145 

150 FOR R-0 TO 126 STEP 4 
160 PLOT A,L<A+l> 

170 DRAW 128,88+<<H<A+1 >-88>-L< 
A+l >>,D 
180 NEXT A 

190 INPUT "WEST TO EAST RSWELL 
?“; 0 * 

191 IF Y" THEN GO TO 200 

192 RUN 

200 FOR t-0 TO 126 
210 LET B-L< T+1 > ■ LET R-T 
220 FOR G-l TO 20 
230 LET A-A+6.35' LET B-B+4.4 
240 LET B=8+< < H< T+l >-88 >—L< T+l ) 
>/20 

245 -PLOT A,B 
'250 NEXT G 
260 NEXT T 

270 INPUT "SOUTH TO EAST ASWELL 
?"» 0 * 

280 IF 0*="Y" THEN LET 0-1* GO 
TO 146 
290 RUN 
1000 LET B—43 
1010 LET A-l 
1015 LET D-l 

1020 LET LCINT D >=B 

1021 PLOT D,e 

1930 LET B-B-KSIN A> 

104O LET A-A+.04 LET D-D+.5 
1045 IF D>=127 THEN GO TO 1060 
1050 GO TO 1020 
1060 GO TO 130 


T imothy close of Shepper- 

ton, Middlesex wrote Contour 
to draw three-dimensional sur¬ 
faces on the Spectrum. When RUN the 
program will print a cross on the screen. 
Use keys five, six, seven, eight and nine 
to draw a contour line in the bottom 
left-hand square. Nine will draw a hori¬ 
zontal line; the other keys move the 
cursor from left to right at varying 
angles. 

When the bottom left-hand square 
has been crossed, the line will move to 
the top right-hand square and continue. 
The computer will then ask “1 South to 
north 2 West to east?” Inputting 2 will 
produce 20 intermediate contours re¬ 
presenting a gradual change from first 
to second contour. 

Inputting 1 will produce the question 
Radians, requiring you to input the 
curvature on your south-north lines. 
Straight would be 0, maximum curva¬ 
ture around 2.5. No matter what option 
you select, you will be given the option 
of including the other. 


SINCLAIR PROGRAMS November 1983 


55 

































100 REM ==ONE-TIME== 

120 LET ga*e=0; LET hs=0 
14-0 DIM a$<5): DIM a (65) : DIM b 
<65.* ; DIM S iGS) : DIM C (65) 

160 RANDOMIZE 

500 REM ==GRRPHIC5 = = 

510 DATA "A" , 16,66,72,1,20,63 ,3 

1§ 2 ® £ fiTft ”B" / 0,24, 24,24 ,24-, 60,2 
—5,2o5 


530 

DATA 

*'C" 

# 

36,0 




540 

DATA 

"D" 

/ 

, 90 , 

3 



550 

DATA 

11 g t • 

s 

55,255,255 



560 

DATA 

• » p: ■ > 

$ 


5 , 255 , 255 , 255 

f«S "9 "4.g , 24,24,24- , O , 0,0 , £ 

600 FOR n = 1 TO 7: READ gj: FOR 
i=0 TO 7: READ a; POKE USR g* + i, 
3 : NEXT i : NEXT n 
620 LET a $ (2) =••*": LET a$(53="V 

700 REM ==ScT-UP== 

720 LET sc=0 
74-0 LET r=. 3: LET y =4- 
760 LET S=0: LET g =15 
S00 BORDER 0: OL5 
620 PRINT AT 16,0;” 


64-0 PRINT AT 17,0; " 


660 PRINT AT 16,0; 


3S0 PRINT AT 20,g; "1“ 

200 PRINT AT 0,2; "Score : ; sc 

910 PRINT AT 0,23; INK 1; " V ; I 
NK 0;"=5 INK 2; INK 0 ;" = 

S20 IF game<>0 THEN GO TO 3O00 
960 REM ==INTRO== 

1000 FOR J=1 TO 3: FOR n=30 TO 6 
0: BcEP .01,n: NEXT n: NEXT i 
1020 PRINT AT 10,3; FLASH 1;" DO 
you want instructions? " 

104-0 IF INKEYJ = — THEN GO TO 104- 
0 

1060 PRINT AT 10,0;" 

1060 IF INKEY$="y" OR INKEY$=“Y” 
THEN GO TO 1140 

1100 IF INKEY$="n" OR INKEYS="N“ 
THEN GO TO 3000 
1120 GO TO 1020 

1160 PRINT AT 4-,12; FLASH 1,"INU 
ADERS" 

1300 PRINT AT 6,0;" The very 

simple aim of this" 

2320 PRINT •• simple game is to 
destroy the" 

134.0 PRINT " invaders that are 
landing on " 

1360 PRINT " the earth." 

1380 PRINT You control you 

r base with" 

14-00 PRINT " the Keys 'S' and ' 
3' and fire" 

14-20 PRINT " with Key '7'." 

14-4.0 PRINT " © r 

-LUCKett- 

14-60 INPUT " Press ENTER to sta 
ft: "; LINE X s 
2500 FOR i =4. TO IS 
2520 PRINT AT i ,0; " 


that are 


the earth." 

You control you 

the Keys '5' and ' 

with Key '7'." 

© R 

Press ENTER to sta 


1540 NEXT i 

3000 REM = = INUADERS = = 

3020 FOR i=1 TO 2 

3040 FOR J =1 TO 13 

3060 LET X=13*Ci-l)+j 

3080 LET SCX)=5: LET C(X)=1 

3100 LET btX)=2+2ii 

3220 LET a Cx) =i + J*2 

3200 FOR i=1 TO 3 

3220 FOR J =1 TO 13 


3240 LET X=26 + 13Hi-l) +.i 
3260 LET SCX)=2: LET C(X)=2 
3280 LET bfx)=6+2*i 
3300 LET a lx) =i+ J *2 

3320 PRINT INK C(X);AT b(X),a(X) 

• 2 $ ( ^ C X j J 

334© NEXT j 

3360 NEXT i 

4000 REM = =LOOP = = 

4020 FOR n =1 TO 65 
406© LET 91=9 

41©0 IF INKEY $ = " " THEN GO TO 450 

4120 IF INKEY $ = " 3" THEN LET Q =0 + 
2: GO TQ 4300 " 

4140 IF INKEY $ =" 5 " THEN LET 9=9 - 
1: GO TO 430G 

3140 PRINT INK CfX);AT b (X) , a fX) 
; a $ is ex) ) 

3160 NEXT J 
31S0 NEXT i 

4160 IF INKEY $ = "7" AND INT (n/y) 
=n/y THEN GO TO 4200 
4180 GO TO 4500 
4190 REM = =FIRE = = 

4200 LET i1=19 

4210 FOR i=18 TO 3 STEP -1 

4220 IF POINT (gjS+2, (21-i) iS + 4) 

=1 THEN GO TO 4240 

423© PRINT AT “: PRINT AT 

i,g; INK 3; LET il=i: NEXT 

i: GO TO 4280 

4240 IF POINT Cg*S,C22-iJ*8)=1 T 
MEN GO TO 4280 

425© IF POINT Cg*6,C21-i)*6+6)=1 
THEN LET SC=SC+3 
4260 LET SC=SC+2: PRINT AT 0,3;s 

4270 IF SC=208 OR SC=436 OR SC=6 
54 OR SC=892 THEN PRINT AT il,g; 
" ": PRINT AT i,g; INK 2; ”&*" : BE 

=P .5,-50: PRINT AT i,g;" ": GO 
TO 6000 

4260 PRINT AT il,g," PRINT AT 

i,g, INK 2; : BEEP .5,-50: PR 

INT AT i , g; " " 

4290 GO TO 4500 
4308 REM ==MOUE== 

432© PRINT AT 20,gl," " 

4340 IF g >29 OR 9 <2 THEN LET 9 =9 

4360 PRINT AT 20,g;"A" 

4500 ._REM =^TNUADEP5 = = 

4520 if a en )=0 then go to 7000 

4540 IF POINT (a(n)iS+2,(21-b(n) 

)*6+4)=0 THEN LET a(n)=0: GO TO 
7000 

544© print AT b(n),a(n);" " 

5460 LET aen)=a(n)+i 
5480 IF a(n)=30 THEN LET b(n)=b( 
n)+2: LET aen)=H: IF b(n)=18 THE 
N GO TO B40© 

5520 PRINT INK c(n);flT b<n),a(n) 

; a$ es en) ) 

5000 REM = =ATTACK = = 

5020 IF RND < r THEN GO TO 7000 

5040 LET h =INT (RND*65) +1 

5100 IF POINT Ca th) *8+2, (21-b<h) 

)*8+4)=0 THEN LET h=n 

5140 PRINT FLASH 1; INK C(h);AT 

b fh) ,3(h);a$ls(h)) 

5160 FOR i=16 TO 18 

S1S0 IF POINT Caeh)*8,C21-i)*S)= 
I THEN GO TO 6240 
5200 NEXT i 
5220 LET i=20 

5240 PRINT AT i,3Ch); INK 2j ; 
BEEP .1,-30: PRINT AT i,a(h);" 

5260 IF i=20 AND a(h)=g THEN GO 
TO 3300 

5280 PRINT FLASH 0; INK C Ch);AT 
b Ch) , a (h) ; a$ es eh) ) 

5300 GO TO 7O00 

700© NEXT n: GO TO 4000 

3000 REM ==UIN== 


14 


SINCLAIR PROGRAMS May 1983 





514.0 PAUSE 1: PAUSE 1: PAUSE 1 : 
PAUSE 10 

52.60 LET StiSC420: PRINT AT 0,2; 
**score: ";sc; " 

31S0 GO TO 3000 
3260 REH ==LANDED== 

S220 PRINT AT 3,0; FLASH 1;" 
THEY * UE LANDED 

324-0 FOR n =1 TO 15: BEEP .1,-30; 

PRUSE l+RNDi4: NEXT n 
3260 PRINT RT 3,0; FLRSH 0,” 


W E HEREBY inaugurate a new 
quest for the Sinclair Program¬ 
mer Our Spacman project is, 
we think, approaching its triumphant 
conclusion—we can feel you all closing- 
in on that elusive muncher—so it is just 
the time to implant a new ambition in 
your heads. 

Send us an arcade-quality Invaders 
game. Fast moving, colourful, with all 
appropriate effects. 

R Luckett of Stratford-on-Avon has 
provided all you need to begin the 
project. His program gives you the laser 
base, the rows of descending aliens and 
the disintegrating bunkers to lurk be¬ 
hind. It is a little slow, however, and the 
power beams from the aliens are invisi- 


3300 REH ==LOSE== 

S320 FOR n=l TO 10: BEEP RND 
PRUSE CRNDf3)+1; NEXT n 
334-0 BORDER 7: CLS 
3360 PRINT RT 6,0;" 

O Bad! 

3360 PRINT '" Better lut* 

t tise! 

5460 PRINT ; Scot 

sc; " 

34-20 IF SONS THEN LET hS=SC 
3440 PRINT ;High SCOT 
^ - • • •• 

3500 PRINT RT 16,0; FLASH 1; 
Do you want another game'? 
3540 IF INKEY$="" THEN GO TO 

3560 IF INKEV'$ = ‘‘y" OR INKEY'S 
THEN LET game=l: GO TO 700 
5560 IF INKEY$ = "n" OR INKEY $ 
THEN CLS : GO TO 9900 
3500 GO TO 3540 


, 60 : 


nex 
e : 


e; 


S54 

_ My m 

= *N” 


ble. Race right with 8, lurch left with 
the 5, and 7 shoots your blaster beam. 
(48K Spectrum). Graphics notes: 

620—Graphic D, graphic C 


820—Graphic E, inverse space, graphic 
F. 

880—Graphic B 
4230—Graphic G. 


SINCLAIR PROGRAMS May 1983 


15 






P PEEK 23560«= 79 > 

165 IF INKEYS»"h" OR INKEYS="H" 
THEN PAUSE 0 

170 IF SCREENS <k,l>-"*" THEN G 
0 SUB 1000 

180 IF HTTP < k , l>*49 THEN GO TO 
1500 

185 PRINT RT 0.0; s 
190 IF s-q#4.'2 THEN GO TO 3000 
200 GO TO 90 
1000 IF k-0 THEN LET k = l 
1010 IF k»21 THEN LET k-20 
1020 IF 1-0 THEN LET 1-1 
1030 IF 1-31 THEN LET 1=30 
1050 RETURN 

1200 IF INT j—0 OP INT J<3 THEN 
LET J=1 

1210 IF INT j-21 THEN LET J-0 
1220 IF INT h=0 OR INT h<0 THEN 
LET h«l 

1230 IF INT h=31 THEN LET h-38 

1240 RETURN 

1500 CLS 

1505 READ 3 

1510 BEEP .5.3 

1520 ORTA 6,9.3,2.5.7.6,5.4.9,1. 
0 

1540 IF 3=0 THEN .RESTORE 3' GO T 
0 1560 

1550 GO TO 1505 

1560 PRINT - PRINT PRINT "YOU 
CRASHED"'" WITH A SCORE OF ";s 
1570 INPUT - Another 93me ?";9* 
1580 IF q*«-V OR q*="Y" THEN GO 
TO 1 

1999 STOP 

2000 CLS < PRINT " IT GOT 

YOU "* PRINT • PRINT " YOUR 

SCORE IS ";s 

2020 INPUT "Another 9ame ? ";q* 
2030 IF <3S="y" OR q*="Y" THEN GO 
TO 1 

2500 STOP 

3000 FOR r =0 TO 30 

3010 FOR 2=0 TO 5- BEEP ,01.2= N 

EXT z 

3020 PRINT FLASH 1;AT 18,12;"YOU 
WON" 

3100 LET 3=INT <RND*7>+1 
3110 PAPER 3 
3120 NEXT n 

3130 INPUT " Another game ? ";9* 


3140 IF qS="y" OR q#="Y" THEN GO 
TO 1 

3150 STOP 
4010 PAUSE 100 

5000 cls « print " vs'.y;/.v.yyw'v. m <m 
ve ny^y^.y.y.y.y.y.y.y." 

5010 PRINT = PRINT "In this Same 
you. have to make the 9host ea 
t the blobs."'"But if the 9host 
catches you it will eat you and 


if you run intothe 
1 be SPLATTED." 
5020 PRINT » PRINT 
e this CJ 

5030 PRINT • PRINT 
oks like this 
5040 PRINT * PRINT 
ok like this Afl 

AA" 

5050 PRINT 
keys'-" 

5055 PRINT 
ft" 

5060 
5065 

5067 

5068 


blobs you wit 


"You look lik 


lo 


"The 9host 
INK 2 j"B" 

"The blobs lo 


PRINT "To move use 
PRINT "w to move U 


PRINT 
PRINT 
PRINT 
PRINT 
o cont>" 
5070 INPUT 


e 

“o 

"k 

"h 


to 

to 

to 

to 


move 

move 

move 

hold 


right" 
uP" 
down" 
Cany key 


"How many blobs ?";q 


6000 

6010 

6020 

6030 

6040 

6050 

6060 

6080 

6090 

7000 

7010 

7020 

7030 

7040 

7060 

7070 

7080 

7090 

8000 

e0i8 

8020 

8030 

8050 


POKE 

POKE 

POKE 

POKE 

POKE 

POKE 

POKE 

POKE 

POKE 

POKE 

POKE 

POKE 

POKE 

POKE 

POKE 

POKE 

POKE 

POKE 

POKE 

POKE 

POKE 

POKE 


USR 

USR 

USR 

USR 

USR 

USR 

USR 

USR 

USR 

USR 

USR 

USR 

USR 

USR 

USR 

USR 

USR 

USR 

USR 

USR 

USR 

USR 


"a".BIN 11111111 
"a"+l.BIN 10000001 
"a"+2,BIN 
"a"+3,BIN 
"a"+4,BIN 
"a"+5,BIN 


"a"+6,BIN 
"b", BIN 
"b"+l.BIN 
"b"+2,BIN 
"b"+3,BIN 
"b"+4,BIN 
"b"+5,BIN 
"b"+6,BIN 
"c", BIN 
" c " + 1 , BIN 
"c"+2,BIN 
"c"+3,BIN 
"c"+4.BIN 
"c"+5,BIN 
"c"+6,BIN 
"c"+7,BIN 


11111111 

10000001 

11111111 

10000001 

11111111 


01111100 

11010110 

11111110 

11111110 

01111100 

01010100 

0001000 

0011100 

1010101 

1000001 

0001000 

0001000 

0111110 


RETURN 


M OVE IT is another round in 
the continuing battle between 
. you and the ghosts which 
haunt your Spectrum. The ghost chases 
you round the screen and you score by 
tricking it into crashing into the blobs. 
If the ghost catches you it will eat you 
and if you run into a blob you will be 
SPLATTED. 

The program was written by R Wile- 
man of Emsworth, Hampshire. 


1 PAPER 7= CLS « GO SUB 6880- 
GO SUB 5000 

2 CLS • GO TO 50 

5 LET s-0* LET k = 15 = LET 1=15 
« LET j=l' LET h=20 

10 FOR a-0 TO 31< PRINT AT 0,3 
PRINT AT 21,a;"*"= NEXT a 
20 FOR a=0 TO 21- PRINT AT a,0 
;"*"' PRINT AT a,31;"*"' NEXT a 
30 PRINT AT 1,1;"*" 

40 GO TO 90 
50 FOR n-0 TO 4-1 
55 LET w-INT <RND*19>+!' LET e 
-INT ( RND*29)+l 

60 PRINT INK 1; PAPER 6;AT w.e 


65 PRINT INK U PAPER 6;AT w+1 
,g; "AA" 

70 NEXT n 

80 GO TO 5 

90 PRINT AT k,l;"C" 

100 PRINT AT INT j,INT h;" "• L 
ET j»J+.8*Cj<k>-.5*<J>k>■ LET h= 
h+.8*<h<l)-.5*<l<h> ; IF ATTR <IN 
T J,INT h>-49 THEN LET s=s+l 

101 IF SCREENS <INT j,INT h>="* 
" THEN GO SUB 1200 

105 PRINT INK 2; PAPER 7;AT INT 

J,INT h; "B” 

110 IF ATTP <k,1>=58 THEN GO TO 

2000 

145 PRINT AT k,l;" " 

150 LET 1 = 1-C PEEK 23560-119 OP 
PEEK 23560-87>+<PEEK 23560=101 0 
R PEEK 23560-69) 

160 LET k=k+< PEEK 23560-107 OP 
PEEK 23560-75 >-<PEEK 23568-111 0 


24 


SINCLAIR PROGRAMS July 1983 












10 
100 
110 
130 
» GUT 


1O0S 
Sit t 
1010 
1020 
1030 
104-0 

-dx : 

1050 


S010 PRINT INK 2. PAP 
I ®' i i OUER 0, 

=02© BEEP .©5,31-i 
=030 NEXT i 
3040 PRINT AT O.i, BR 
INK 8; PRPER S; 
LET X=dt2: LET y 
XF S<S<X> THEN G 
5S08 POKE 23650,8 
oSIG INPUT PRPER 2; I 
• 'You sue it to t*»e 
•’ , 'EfiTcR NOME 110 MRX 
. LINE -* 

3515 POKE 23656,0 
5520 IF S>=S(y) THEN 
ily): LET S(X)=S<y): . 
*: LET Sly) =S : GO TO 
6S30 IF S>»iiX) THEN 
*: LET S ( 3 ) =S 
5540 CLS 

SSS0 PRINT FLUSH 1,RT 


INK XHT (PND 


W E DO NOT understand how 
this game can be so addictive. 
The basic concept could 
scarcely be more simple. It is a Break¬ 
out-type game in which you are re¬ 
quired to blast away an advancing wall 
before it crushes you. There are tactics 
to be employed, like hitting foundation 
stones and bringing down a series of 
bricks above them, and attacking the 
next wall in the series through the gaps 
in its predecessor; the multi-coloured 
bricks are very pretty; the finger work 
could not be easier, but why do we 
become so wrapped up in the thing? 
Perhaps we are just claustrophobics. 

The game was submitted by D Valen¬ 
tine of Mansfield, Nottinghamshire. 
(16K Spectrum). Graphics notes: 
1110-Graphic A 
6010—Graphic B. 


BFM DEMOLITION 

SeEP®*,!®”* 1 *" 1 *"* 

POKE 23658.0 
GO SUB 9000 

f*:§5 E S g OD gg 


PRINT Cl, AT 0,0; FLUSH l;Tfl 
PRESS R NY KEY". 


BORDER 


PROSE O 
LET S 
a =40 

GO TO 8000 
INK 0: PAPER 6. 

GO SUB 7000 

PRINT Bl;AT 0,0;"SCORE:O"," 
SCORE: ";s < a *2 — 1> 

LET r -INT 1RND»10-*1> 

LET dx-<r >5) -If <*5> : LET X = 
r <=5> 

LET il:< 

LET **=INKEYS 
LET x =X ♦ d X 

IF X > 31 OR X<0 THEN LET dx - 
GO TO 103© 

PRINT RT 0,x;"RT 0,xl;" 

1060 IF **<>"" THEN LET b 
3 TO 1100 
1070 GO TO 1010 
1100 IF b<d THEN GO TO 2000 
1105 LET b —0 • LET C=C* X: IF 0*1 
3 THEN LET C* 

111© IF C =S THEN LET 

1115 IF C °0 THEN LET W*=CMR* 17* 
CHR$ 6 *CHRS 16*CMR* 0+CHRS 6*CHR 

file POKE 23692,255: PRINT SI; RT 
0,0,,»2,RT 21,0' PRPER 0, INK I 
NT (PNDf6H);»*;Hl;«T 0,0; "SCORE 
:”;S,"HIGH SCORE: "; 5 Id *2-1) 

1125 PRINT RT 0,x;"*” 

LL30 LET L»USA USB "C"-. TF LOSS 

535 THEN GO TO 6000 

2000 BEEP .03,-12 

2005 LET y =0 

201© LET yi=y 

2020 LET y=y*l 

2025 IF y >21 THEN PRINT RT yl.x, 
*• GO TO 1000 

*'020 I B RTTR ly,X)i:d THEN GO TO 
300© 

2340 print AT y,x;"*“;AT y1,x;" 

-350 GO TO 2010 

-000 PRINT RT y 1, x ; " •* 

3010 LET IXBX: LET fX»X 
3020 LET l=RTTR Cy,lX> 

3025 LET r=RTTR ly,rx) 

3030 IF l=a AND r =3 THEN GO TO 1 

000 

3035 IF l<>a AND Ixorx THEN LET 
5*£45. BEEP .O1,10*X-IX 

3036 IF r 03 THEN LET $-S*S BEE 
P .01,10»rx-X 

-;0S7 PRINT SI; AT 0,6, *_ 

-.040 PRINT at y , tx; ’ AT y,rx," 

LET rx=rx 


7330 NEXT i 

seel PAPER N S: INK O: BORDER 3: C 

§? l ?, p ^K>? T PAPtfe 5«»e&*8! x 8 

5 S. p f? s io :: sfewaM°{hi h i3 

vancins **aii. before *t re 

aches you." 

3030 PRINT . 

r b«U- - 

^spflCE 1 ^ *" press a-^y Key eg 
§0S0 PRINT a1;AT 0,0; INK 0; PAP 
1-MBB[>- £LECT DIFFICULTY ? *1-5) : 
3055 LET w * = INKEY S 

fi ?O 0 805a**<"1“ OR THEN GO 

5070 LET d =UAL a* 11) 

8080 PRINT M;gT 0,0; ink 1; POP 
ER 6; PRESS ANY KEY TO START G 
AME “• PAUSE 1: PAUSE O 
3O90 GO TO S0O 

=»O00 RESTORE 9200: FOR i =USR "a" 
TO USR ” C *' *17: READ X: POKE i,X 
NEXT i 

-010 DXH 5*110,10): DIM *110) 
3020 FOR i=1 TO 10: LET S*li)=". 

.“: NEXT i 

5030 RETURN 

9200 DATA 0,126,126,126,126,126, 
i 266 

3210 DATA 6,24,96,255,255,96,24, 
3300 >DAT A 33 , 0 .65,1,32.0, 126 ,254 
(126,200,35,13,32,-6,1.255,25S,2 


SINCLAIR PROGRAMS May 1983 


39 









M ATRIX is one of those rare but 
excellent routines in which the 
computer answers back. It is a 
game of strategy requiring you to move 
a flashing cursor across a matrix of 
numbers, collecting the highest avail¬ 
able values by hitting the 0 key. 

The restrictions are that you can 
move only horizontally and that you 
must avoid giving the computer, which 
moves vertically, any access to the high 
numbers. The winner is the player with 
the highest score when more moves are 
impossible. Instructions and prompts 
are contained within the game and a 
running score is kept. 

The computer plays very well, obvi¬ 
ously in its element with the requisite 
number-crunching, and in our tests it 
managed to win more often than not. 

An interesting and original listing 
from T J Marrow of Wirral, Mersey¬ 
side. 

In our listing, lower-case letters signi¬ 
fy inverse video except when inside 
brackets, when they are graphic instruc¬ 
tions. (16K ZX-81) 

1 PRINT RT 10, 10j "<inverse MR 
TRIX )" 

7 PRINT RT 17,8;"BY JRMES MRR 
ROW " 

8 PRINT RT 20,4;"DO YOU WRNT 
INSTRUCTIONS?" 

9 INPUT IJ* 

10 IF U« 1 )*"Y" THEN GOTO 2000 
11 CLS 

12 PRINT RT 10,5;"WHO RM I PLR 
*YING WITH?" 

13 PRINT RT 13,7;"<INPUT YOUR 
NRME >" 

14 INPUT N* 

15 CLS 

16 IF LEN N$<9 THEN GOTO 19 
17 PRINT RT 13,3;"YOUR NRME IS 
TOO LONG." 

18 GOTO 14 

19 PRINT RT 10,2;"EXCUSE ME WH 
ILE I SET UP";TAB 6;"THE BORRD, 
";N* 

20 REM shuffle board Pieces 
21 LET LP«0 



SINCLAIR PROGRAMS June 1983 








22 LET M0«2 
25 DIM B*< Qf 16) 

30 LET R*®"#151009090908080807 
07070606060505050404040303030202 
020101010000000000-1-1-1-2-2-2-3 
-3-3-4-4-4-5-5-5-6-6-6-7-7-7-8-S 
-8-9-9-9-900 " 

40 FOR N-l TO 8 
50 FOR M-l TO 8 
60 LET R-INT < < RND*< < LEM R*-l) 
/2))+l )*2 

70 LET B*<N,M*2-1 TO M*2>*R$<R 
TO fl+1 ) 

00 IF R*<fl TO R+l)-" " THEN G 

OSIJB 1500 

90 LET R*-R*<1 TO R-l)+R$<R+2 
TO LEN R$> 

100 NEXT M 
110 NEXT N 

120 REM score variables 

130 LET S-Q 

140 LET T«0 

160 GOSUB 700 

170 REM Players move 

175 GOSUB 3080 

180 PRINT RT 2*Y,1+<X-1>:*3;"<tw 
o inverse 'RSTERISKs)" 

190 PRINT RT 2*Y.. l+< X-l >*3; Y 
,2*X-1 TO 2*X) 

200 IF INKEY*-"" THEN GOTO 180 
210 LET R$«INKEY* 

213 IF R$» ,, IJ" THEN GOTO 920 
215 IF R$< >"8" RND R$<>"5" RND 
R*< >"0" THEN GOTO 180 

219 IF R$*"0" RND B*<Y,2*X-1 TO 

2#X)*" " THEN GOTO 180 

220 IF R*«"0" THEN GOTO 270 
230 LET X»X+< fl$*"8")-< R$»"5") 
240 IF X>8 THEN LET X-l 

250 IF X<1 THEN LET X®3 
260 IF B*< Y,2#X-1>*" " THEN GOT 
0 230 

265 GOTO 180 

270 LET LP-VRL Y , 2*X-1 TO 2* 
X) 

275 PRINT RT 2*Y,l+<X-l>*3;" " 

280 LET S-S+LP 
290 LET MO*l 

295 LET B*< Y, 2YX-1 TO 2*X)=" " 


297 GOSUB 765 

300 REM computers move 

301 GOSUB 4000 
305 DIM R<8> 

310 FOR N-l TO 8 
315 LET V—100 

325 IF N**Y THEN GOTO 430 

330 IF B*<N,2*X-1 TO 2*X><>" " 

THEN GOTO 360 

340 LET W—100 

345 IF N-Y THEN GOTO 420 

350 GOTO 370 

360 LET W=VRL B*<N,2*X-1 TO 2*X 

) 

370 FOR M-l TO 8 
370 FOR M-l TO 8 
380 IF M«X THEN GOTO 410 
390 IF B*<N,M*2-1 TO M:*2>=" " 

THEN GOTO 410 

395 IF VRL B*<N,M*2-1 TO 11*2 XV 
THEN GOTO 410 

400 LET V-VRL B*<N,M*2-1 TO M*2 

) 

410 NEXT M 
420 LET R< N)=W-V 
430 NEXT N 
440 LET V—100 
450 FOR N=1 TO 8 
460 IF B*<N,2*X-1 TO 2*X)«" " 

THEN GOTO 489 

470 IF RCNXV THEN GOTO 489 
475 LET V-RCN) 

480 LET Y*N 

489 NEXT N 

490 LET LP-VRL B$<Y ,2*X-1 TO 2 % 
X) 

500 LET T-T+LP 

505 PRINT RT Y*2,l+<X-l>*3;" " 

510 LET B$<Y,2*X-1 TO 2*X>-" " 

520 LET M0=2 
530 GOSUB 765 
540 GOTO 170 

699 REM draw board 

700 CLS 

701 PRINT RT 0,0.; "< nine inverse 
SPRCEs;inverse MRTRIX;ten iriver 

se SPRCEs)" 

706 FOR N-l TO 8 

710 PRINT RT <2*N>-1,0;"<twenty 


SINCLAIR PROGRAMS June 1983 


41 















five inverse SPACEs)" 

720 FOR M*1 TO S 
730 PRINT RT 2#N,<M-l)#3;"<inve 
rse SPACE)" j B$<N,2#M-1 TO 2*M) 
740 NEXT M 

745 PRINT RT 2*N,24;"<inverse S 
PACE)" 

750 NEXT N 

760 PRINT AT 17,0;"<twenty five 
inverse SPACEs)" 

770 PRINT AT 19,2;N*;" • ";S;" 

ii 

780 PRINT AT 21,2;"ZX81 * ";T;" 

ii 

790 PRINT AT 19,15;"LAST PIECE 

* ";LP;" " 

795 PRINT AT 21,14;" 

ii 

800 IF MO-1 THEN PRINT RT 21,14 
;"MY TURN" 

810 IF MO-2 THEN PRINT RT 21,14 
;"YOUR TURN,";N$ 

820 RETURN 

910 REM Same over 

920 CLS 

925 PRINT RT 4,8;"<thirteen inv 
erse RSTERISKs )" 

930 PRINT RT 5,8;"<inverse R8TE 
RISK SPRCE GAME OVER SPACE ASTER 

ISK)" 

935 PRINT RT 6,8;"<thirteen inv 
erse ASTERISKS)" 

940 PRINT RT 9,7;"MY SCORE IS " 
; T 

950 PRINT RT 11,2;"YOUR SCORE," 
;N$;",IS ";S 

955 PRINT RT 13,7;"PRESS ANY KE 
V " 

960 IF SOT THEN GOTO 1000 
970 PRINT RT 17,6;"<inverse DRA 
W ) " 

4390 IF INKEY®* 5 "" THEN GOTO 990 
995 GOTO 1200 
1000 IF S>T THEN GOTO 1050 
1010 PRINT RT 17,9;"<inverse I W 
ON)" 

1020 IF INKEY®-"" THEN GOTO 1020 
1030 GOTO 1200 

1055 PRINT RT 17,6;"<inverse YOU 
WON)" 

1070 IF INKEY$“"" THEN GOTO 1070 
1200 CLS 

1210 PRINT RT 10,3;"DO YOU WANT 
ANOTHER GAME?" 

1220 INPUT U* 

1230 CLS 

1240 IF U*0)-"Y" THEN RUN 

1250 PRINT RT 10,11;"THANK YOU" 

1260 STOP 

1500 LET Y-N 

1510 LET X-M 

1520 RETURN 

2000 CLS 

2001 PRINT RT 1,12;"<inverse MAT 

RIX )"; TAB 11;"-" 



2005 PRINT AT 4,1;"YOUR RIM IS T 
0 GAIN MORE POINTS" 

2010 PRINT "THAN THE COMPUTER. W 
HEN IT IS" 

2015 PRINT AT 6,0;"YOUR TURN, YO 
U MOVE THE ""< two inverse RSTERI 
SKS)"" WITH" 

2020 PRINT "THE ""8"" AND ""3"" 
KEYS UNTIL IT IS" 

2025 PRINT "OVER THE PIECE YOU W 
ANT, THEN" 

2030 PRINT AT 9,0;"YOU PRESS ""0 
"" TO TAKE IT." 

2035 PRINT "PRESS ""IJ"" TO STOP 
THE GAME." 

2040 PRINT AT 12,1;"THE COMPUTER 
MOVES VERTICALLY," 

2050 PRINT " AND YOU MOVE HORIZ 
ONTALLY." 

2055 PRINT AT 18,5;"WHO AM I PLR 
YING WITH?" 

2060 PRINT AT 20,7;"(INPUT YOUR 
NAME)" 

2070 INPUT N$ 

2075 CLS 

2080 IF LEN N$<9 THEN GOTO 19 
2090 PRINT RT 13,7;"YOUR NAME IS 
TOO LONG" 

2100 GOTO 2070 

2999 REM is Same over! 

3000 IF B*<Y)-"<sixteen SPACEs)" 
THEN GOTO 920 

3010 RETURN 
4000 LET C®*"" 

4005 FOR N-l TO 8 
4010 LET C$=C$+B$C N, X#2-l TO X*2 
) 

4020 NEXT N 

4030 IF C$=*"<sixteen SPACEs)" TH 

EN GOTO 920 

4040 RETURN 

5000 REM MATRIX 

5010 SAVE "MATRIX" 

5020 RUN 


42 


SINCLAIR PROGRAMS June 1983 







Easily programmed voice control 

Sensitive to individual voice prints 

Instant response on screen 

Your attention can stay on the screen 
- not on the controls 

with sirnczian 
ZX Spectrum 

HOME COMPUTER UNITS 

MAJOR PRICE n nc 

BREAKTHROUGH R.R.P 


A SENSATIONAL ADVANCE IN 
COMPUTER GAME TECHNOLOGY 


YOU SPEAK 


THE COMPUTER OBEYS 













COMMODORE 


NEW RELEASES! 


COMMODORE 64 


1 Hinxman 

Hive-cave actionf 
Bertie Bee needs help 
delending the hive. Fight oft 
the invading swarms, battle 
the bees and defend your 
Queen! 


BUG. 


£7.95 


Author Indescomp 
Itchy action! 

Jump your way out of the 
caves with Bugaboo the flea 
but beware of the fearsome 
Dragon as you tump around 
the exotic vegetation. 


TRUW 


the Ants m the soft 
solid 3D city of Antescher 




SPECTRUM 


Indescomp 

Action beneath the 

/ 

Fred the Intrepid 
Archaeologist searches the 
creepy catacombs below the 
torrid tomb of 'Tootiecarmoon' 
for the terrible treasures 
amidst monstrous mummies, 
ghastly ghosts, bats and rats! 


Oulcksllva programs are available from: Boots. W.H. Smiths. J. Menzies, Microdealer. 
HMV. Hamleys, John Lewis, Computers for All and all reputable 
specialist computer stockists.